Games
Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.
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Related communities
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Video games
Generic
- !gaming@Lemmy.world: Our sister community, focused on PC and console gaming. Meme are allowed.
- !photomode@feddit.uk: For all your screenshots needs, to share your love for games graphics.
- !vgmusic@lemmy.world: A community to share your love for video games music
Help and suggestions
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- !AutomationGames@lemmy.zip
- !Incremental_Games@incremental.social
- !LifeSimulation@lemmy.world
- !CityBuilders@sh.itjust.works
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- !OtomeGames@ani.social
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- !Palia@Lemmy.world
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- !WorkersAndResources@lemmy.world
Language specific
- !JeuxVideo@jlai.lu: French
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Get fucked, you could have use godot to develop your game or any other free engine
Unity: Successfully implemented a product strategy that floods the market with game developers that know how to use its product.
You, an insufferable prick: "Why would they use a product they could find ready-trained developers for when they could use a niche product no one has any skills in??!?"
Get fucked, you could have use critical thinking to develop your opinion or not been a prick
Well that's... a take.
They are technically correct in that it's the developers fault that they tied themselves to a proprietary game engine.
In the other hand Godot was nowhere near mature when the slay the spire devs most likely started development. They would be dumb if they used unity for their next game 🤷
2014: "You guys should be careful building your industry around proprietary tools, you really should think about open source-" "Blah blah blah stop your moralizing, open source software isn't 100% ready to go right now so we absolutely can't use it, instead we're just going to pay money for this turnkey solution."
2023: "Help! The proprietary turnkey solution we've been paying for this whole time is enshitifying! Subscription models, mandatory cloud services, more and steeper fees!" "Open source tools are still a thing, you know." "Yeah but we've spent a decade telling an entire generation of talent to learn the proprietary stuff so it's hard to migrate, and we didn't contribute any code or money to FOSS projects this whole time so it still isn't up to snuff."
Well I guess you can slide over to Unreal and kick that can down the road a bit waiting for Epic Games to enshitify their product as well, you can use and contribute to Godot, you can develop your own in-house engine, or you can keep taking it up the ass from Unity.
Just let me ask this: If even a few smaller games, something like Unrailed or Papers Please, used Godot and contributed what they paid to Unity to the Godot team...where would the engine be today?
It's a business decision they made to go with Unity, there are risks that came along with it and they are dealing with it.
I'm sure FOSS options were considered at one point but it's not really surprising that game devs are generally in the business of making games, and not in the business of spending money and resources to bootstrap FOSS tools or to please the community.
Godot has just recently began to gain steam. I don't think it was a viable option when StS was in development.
Unfortunately, it still isn't for console development.
On their website it says it is via third party publishers.
I think many would agree that it'd be great for FOSS engines to get more attention and contributions, but this is the most asinine way to get that message across
the "just don't do it" argument ignores the problem. it's like replying "just don't buy Apple products" to people complaining about right to repair. the key part is that regular people won't know beforehand until they need to notice. by that point, it's profitable enough to show other companies like Samsung and Motorolla that restrictions are profitable, so jumping around brands will also never work when the intention is to have your phone for a long time.
back in the context of game dev, add that to the part where not only people don't anticipate the retroactive changes of a license they have to rely on when choosing an engine, but there's the added weight of having to learn an entirely new library and oftentimes even an entire new programming language, so you have to commit to it if you want to make a commercial product or else you risk losing literal years of development just from rewriting the same thing over and over.
not to say that there's a reason why a lot of people chose Unity. Godot may be in development since 2014 but they are still relatively new in popularity. not only they have less total instructions resources from the community due to it obviously being smaller than Unity's, but people also look for already known games as one of the first factors when choosing something, which is something Godot is still catching up on. knowing legal jargon to even comprehend the difference between free and proprietary is the least of their worries when someone wants to jump into game development and build stuff with it.
Yeah, fuck console sales, amiright?
@Voyajer is either a jackass or doesn't understand sarcasm.
Buddy you're at -6 for a low effort comment, don't get buttmad at me. Why are you going back and checking your reduces so obsessively?