Nov 07, 2021 ⚬ 3 min read
I've made my first two commercial games using GameMaker Studio 2.
I owe a lot to that engine. It helped me get started with gamedev and make a living from it.
But for my next projects, I'll be using Godot. Why is that?
To me, the appeal of GameMaker Studio 2 is in how easy it is to just put a project together and publish it.
You don't have that many things to learn before you can make cool stuff.
That's what made me stick with gamedev when working with Unity was feeling super boring.
But it comes at a cost: you basically have to make everything from scratch.
You want smooth camera movement, support for different screen resolutions, localization or a settings menu? Code it yourself.
It's really good for small games and jams. But it's harder than it needs to be for bigger commercial games.
On October 28th, 2021, YoYo Games made a post about a new GameMaker Studio 2 update.
In there they announced that some of the new features would only be available to paying subscribers. Users weren't too happy about it.
There's been a lot of changes since they got acquired by Opera earlier this year.
Some good: unlimited free trial, game jams with cash prizes...
...and some more controversial: turning the perpetual license into a subscription.
I don't blame them for renewing their business model and trying out new things. But it does make me a bit worried about the future of GameMaker Studio 2.
On the other end, Godot is free and open-source.
No accounts needed, no licenses, no subscriptions.
I once got locked out of GameMaker for a few hours and had to slightly delay an update because there was an issue with their registration servers.
No chance of that happening with Godot. It's just simpler.
I actually have more experience with Unity than Godot.
I made a small game called Potato Tactics with it and used it professionally as a tool programmer for a bit over 3 months.
It's popular, big and powerful. But I just don't like working with it.
It feels unintuitive to me, it takes forever to load, you still have to manage accounts and licenses and there's a ton of features, plugins and assets all over the place.
On the other hand, Godot is a very minimalistic engine.
You can just download a 50mb .exe file and get started working right away.
I see it as a bit of a mix between GameMaker and Unity.
It's small and slick but also gives you some advanced functionalities like editor tools and 3D support with none of the fluff.
The engine is still in its infancy but I think it has a bright future. It feels like the perfect step-up from GameMaker.
With all of that said, I can still see some downsides to Godot:
To me, the advantages far outweigh the downsides.
At this point, I've been learning Godot for a few weeks.
It's been a bit all over the place and my learning process has been far from optimal.
I've been following a bunch of courses and tutorials haphazardly without having much to show for it. (more on that later)
So from now on, I'll try to heed my own advice and learn by completing and publishing a lot of small projects.
I'll share my progress, lessons learned and the things I make in these articles.
I hope that following along my journey of learning a new engine from scratch to eventually publishing a new commercial game will help and inspire you to see your own projects through to completion.
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