im new to game Development and im actually thinking wether I should decide for Unity or Godot.
I really wanna start to get a course and get into developing games.
I will make all kind of games, 2D - 3D.
One Project I would love to do if I will build up a solid skillset is a 2.5D (like Brawl Stars or Animal Crossing) game for mobile.
Also ingame micro transactions and ads could be in there.
I’m curious what others think about this as well. I’ve developed a couple small demos in both platforms and am still not certain what limits there are with GoDot.
What I’m “thinking” so far is:
GoDot doesn’t have as many assets available, but can do pretty much anything you want with it. But if you want to use a bunch of prebuilt assets, you’ll find it a little easier to find them in Unity. However, with Unity there are different rendering engines and some assets are hard to use / convert. Making troubleshooting in Unity more challenging. But being a beginner in both environments, I’m still uncertain if this is an accurate observation.
Also, GoDot has their own scripting language, which is nice and easy to use. But I don’t know what limitations there are for attaching other tools such as ad engines, multi-player integration, etc. I “feel” like there will a few things that are harder to do in GoDot, but I have not gone far enough in my testing to know if this is a legitimate concern.
For me, I want to develop something that I will launch for mobile platforms. It has to support all the standard stuff like microtransactions, synchronized settings/progress, ads, and all that stuff. Anyone with real experience in both of these platforms, please give us some feedback on these.
I did run into one issue in GoDot where if my space ship was flying too fast, it would go right through the asteroids. I had to write special code to detect those collisions “in advance” so I could programmatically stop the ship before it would collide. But there probably is a better solution to that.
Full disclosure: I’m pretty biased toward Godot (which should already tell you something, lol), and although I’ve done some simple stuff in Unity, I can’t really speak for that side of the argument. I can say though that Godot will be much easier to learn for a complete beginner than Unity, as GDScript-
-is a lot simpler to learn than C# (which both engines can use. Godot projects can actually use both simultaneously if you find there is a need for this - mostly performance-related). Godot is not without its share of strange quirks, but you will find plenty in any game engine you decide to learn.
Although I haven’t built a mobile game yet (still going through the course described below), I’m pretty certain both engines are more than capable of this. Also, I don’t think GameDev has a Unity Mobile course (might be wrong), but there is a Godot Mobile course. The game made there is a very simple one, but the purpose of that is actually just so you have a prototype on which to learn all the Mobile-specific stuff. Have a look at the course content:
If you go that route though, start with Kaan’s 2D course first; it’s well worth having a solid understanding of the basics before going straight into Mobile development. There will be stuff in both courses that take some time to properly absorb.
I should also mention…
This problem - fast-moving-object collision detection - is actually not specific to any one engine, and @JerryHobby, writing your own custom behaviour is indeed one of a few perfectly valid ways you can deal with this, so good job!
Whichever engine you choose, enjoy the journey =)
EDIT: I noticed today that there actually is a Unity Mobile course, so you will be equipped either way.
+1 for Kaan’s 2D and mobile game dev courses. I completed the 2d course and am almost through the mobile course. Kaan is an excellent instructor! He teaches really great habits to structure and decouple nodes and code properly.
The mobile course covers in-app purchases, which is the section I am about to begin. It does not cover ad monetization as far as I know, however it looks like there are plugins in the Asset Library to help cover this. It looks like the knowledge gained from going through the in-app purchase section of the mobile course will help when implementing ad monetization plugins as well.