I wouldn't attach myself to it, the community( Amazon employees mostly) are friendly, they'll even offer to help you with any issues you run into.
But seriously, no games exist, no real demo projects with it exist. For some reason it uses Lua instead of strongly typed language like C#.
Seriously, games NEED types. At scale projects get really messy without them. Oh wait, O3de pushes script canvas on you.
At the end of the day , I find myself getting sucked back into Unity. Unity could be better, but it's still the best engine for most people. Much of that is just due to documentation. For some reason Amazon decided effectively hide all of it's old Lumberyard docs and examples when they rebranded as O3de. No one will ever know why.
I really like the idea, but Humble Bundle Choice does this much much better and has been around for well over a decade. With Humble I get Steam keys and I don't have to install another client.
I honestly don't see how this business model can work, the competition is really really good at what it does. I have Gamepass and Humble which frankly gives me more than I can even play.
Now what could work would be a publisher offering whatever games it sells for a monthly fee. As in, you get the September game( maybe it's 6 months old at this point) and get to keep it even after canceling.
Then again, Humble publishes a ton of games, so their already doing this.
Honestly this post is like complaining my new car only has manual windows.
Everything else with Unity is pretty easy. I hate Blueprints or any visual scripting. In the long term Blueprints don't build any real skills, and I learned to program with Unity.
Godot has potential, but it’s no where near Unity in terms of ease of use.
With Unity I can typically buy an asset for whatever I need, but with Godot I might need to implement it myself. Unity has tons of problems, but better off with the devil you know
Unity doesn't have as much built in, but the asset store is miles ahead of Unreal's. You can build almost any game you can imagine ( within reason, MMOs are hard) fairly quickly. I am biased since I find C# to be much much easier than C++ and I don't like visual scripting.
You can build any prototype you can think of quickly, but when taking the game across the finish line I’ve found myself many times pining for some of the mature tooling Unreal offers in the art, character, and netcode areas.
The asset store can be great in general, but it’s rare I’ve used an asset that I didn’t have to modify heavily. I don’t mind that, but code quality varies greatly and sometimes you end up in a spot where you have to go write your own solution anyways for a production project. Art resources are also great for a prototype, but if you want a unique look and feel you’ll still end up needing significant art investment. There’s no free lunch.
All that said, I’d quit gamedev before working in Unreal. It’s great for an artist or a designer, but it’s hell on earth for an engineer. C++ and blueprint spaghetti, no thanks. I can’t tell you how many Unreal devs I’ve interviewed who have expressed this exact sentiment.
I enjoy writing my own small tools and slightly modifying some assets. I do hate that much of my current game is a black box since I don't know exactly how the asset actually works.
But I have fun working with Unity, Unreal always felt very hostile for some reason. Still can't get the C++ complier to work.
Actually, publishing a game is already a challenge, and adding mod support is a very nice stretch goal. But unless your game is wildly successful, it's very unlikely you'd actually have an active modding community.
If I was in your shoes I would use whatever game engine you're comfortable with, if Godot works for you that's awesome. Once you sell a million copies, you can hire someone to figure out how to add a modding component. Godot is also completely open source so you can change the engine to allow modding if your game takes off
Yeah the project is solo. I thought that if I designed the game to be moddable from the get go it would encourage people to mod it and create a modding community. This would make the original game stand the test of time because mods gives people a reason to revisit or keep playing the same game over years.
But seriously, no games exist, no real demo projects with it exist. For some reason it uses Lua instead of strongly typed language like C#.
Seriously, games NEED types. At scale projects get really messy without them. Oh wait, O3de pushes script canvas on you.
At the end of the day , I find myself getting sucked back into Unity. Unity could be better, but it's still the best engine for most people. Much of that is just due to documentation. For some reason Amazon decided effectively hide all of it's old Lumberyard docs and examples when they rebranded as O3de. No one will ever know why.