Hey! I just want to know more about the console porting experience, and if there are any good tips or advices around it. I am making an indie game, but coming from Unity, I’m doing a sequel to a game that was already super multiplatform, and I know it’s gonna be harder, but not impossible. I’m trying to prepare myself.
Anything against using GDExtension plugins or libraries? For example, I do want to use the WWise integration for Godot, but I’m afraid it will be a headache when porting to consoles.
Any preferable rendering pipeline? Forward+ or Mobile?
Any Godot features I should avoid for now? Threading, for example?
I’m looking into it for my team, but we’re at the early stages for Godot, plenty of Unity titles under out belt though. Threading should be fine on all consoles, GDExtensions should work too but may be a pain to set up toolchain/SDKs. W4’s templates have “beta support” for C#, but doesn’t include PS5. I’d have to guess the Mobile rendering pipeline would be better for the Switch/2 but you can very likely push Forward+ to all platforms.
WWise is always a horror story, may I ask what you like to use WWise for? I’ve only been on the developer side of it so I don’t understand what it brings to the table for audio folks that isn’t already in-engine. Totally selfish ask, I want WWise to make sense to me lol
We’re always discussing between WWise or FMOD, you don’t use any? We always need (our sound designer always asks for it ) some kind of realtime change in the sound like effects over certain variables, fading-out or in with filters and so on, that is a real pain to implement and they have it implemented already.
We launched a mobile game with Godot recently and WWise wasn’t any pain (the Google Play account and ICloud integration had me recompiling Godot, that was a pain I’d like to avoid). Also it comes out of the box with streaming files and compresion which is always good to have but you wouldn’t implement yourself.
I do not use WWise or FMOD for my own projects, not much choice at work; we port client’s games.
For Godot specifically I find the AnimationPlayer good enough for layering sounds in-editor, Tweens can be used for more dynamic things if need be. Audio buses come with the standard lot of audio filters I find useful. Godot does support OGG files which are compressed and streamable, I don’t mind converting/exporting files myself. Overall I find both FMOD and WWise to be one of the most annoying dependencies for very little gain, I can’t imagine me ever choosing a licensed plugin for a personal project, that’s one of the big reasons I love Godot; So I am a little dogmatic- take my opinion in with my biases, but if it would help you drop a dependency, continue posting on the forum! I’m happy to help out!
Yeah you speak the truth! The less dependencies the better! I forgot to say our sound everything dude is accostumed to the WWise/FMOD workflow too, I’d say its mostly a team thing actually! If we implement everything, it feels like nothing is impossible and we could do anything while getting limited by the third party helps limiting ourselves and make us think a bit more creative about sound.
Also there’s stuff like this that I really didn’t think about and the sound engineer can just.. use it. https://www.youtube.com/watch?v=yT1vP7LSu3o We don’t even need to talk about it.