What engine would most suit a RPG game that’s 2.5D isometric view, is kind to new developers and has a whole load of reference material so I can teach myself as I go?
I only have experience with Godot, but from that I can say its documentation is really good and has helped me so far to teach myself important stuff (am really new to game dev, but had some programming experience), and I do know it has support for isometric tilesets.
Unity, I have no experience with, but I guess it's overall more mature from being in use so much. It does come with some issues, see the scandal around their planned profit sharing policies a while back, which Godot circumvents by being free software.
AFAIK, yes, they pulled it back after the backlash - it just highlights that you will always be dependent on their decisions in the end. But overall - go with what feels better for you.
They did, but also they showed that they can never be trusted again.
If you're starting from scratch, Godot is a much more sensible choice—any unity studio with the ability to do so, will be dropping it as soon as they can
Edit: also gotta add if you have no coding experience whatsoever, you're probably best addressing that first. If you can't build a simple application, you will probably not succeed in building a game.
Oh shit. I saw this on something not too long ago... I think it was in Civie11's last round up. He didn't show a lot or say the name, but it looked interesting.
I want to say that I wish I could've read this 25 years ago, but really, I wasn't ready to take it to heart back then. In fact, even though I've had a couple of minor successes with free games that I deliberately didn't get too attached to, I still have extreme difficulty just sitting down and making something--anything--rather than falling into a death spiral of over-thinking and grandiose designs. I might have to re-read this a few times to make it sink in.
I don't agree with people downvoting you just cause its unity lmfao, but yeah im just sticking with godot, theyre advancing pretty fast and you can immediately tell the features are implemented with game dev in mind... where unity feels more like a cheaper version of unreal's "everything" engine.
Sort of. If you earned >$1 million in revenues in the past 12 months, you have two options:
Pay 2.5% of your monthly revenue
Pay a runtime fee based on your monthly downloads
So basically, they made it optional, but you still have to pay 2.5% which is still significant. Otherwise you can use the runtime fee and report data yourself (it will probably be cheaper)
Not a chance. I've been using Unreal for a few years now, and as soon as Godot has the features I need I'll go back to it. The company behind Unity has shown they don't care about their engine, just the money they can extract from it. And who's to say they don't change their terms at some future time when things have quieted down, and the dust has settled, to retroactively introduce this run-time fee back into the mix for older versions as well.
That's only a short-term solution. That LTS only lasts so long, and both Apple and Google now require that you recompile your app with the latest APIs every 2 years or less.
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