• angrymouse@lemmy.world
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    1 year ago

    There is, unreal besides being a product has its source available and Godot focus on the same niche most of unity games were. But the problem never was the lack of replacement, the problem is, a game with years of development on unity whould not easily switch to any alternative, they have assets from unity store, scripts made for unity, UIs using unity specific stuffs, even network protocols could be bounded with unity. Change this is an herculean task and most of the games are in barely maintenance mode, imagine a full rework. So these games should be pulled of the market and thrown in the garbage to avoid new installations.

    • Cosmic Cleric@lemmy.world
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      1 year ago

      But the problem never was the lack of replacement, the problem is, a game with years of development on unity whould not easily switch to any alternative

      I read that there’s a porting tool from Unity to Godot out there. Never used it, have no idea how well it works, but that is a possible option.

    • Buffalox@lemmy.world
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      1 year ago

      Godot focus on the same niche

      Not exactly, Godot is 100% free and open source, Unreal is only partially.

      Edit:

      I misread, the meaning is that Godot and Unity is serving the same niche, which is true. Except for those who want true Open Source, then Godot is the clear choice.

      • terny
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        1 year ago

        Coders cost money and coding takes time.

      • angrymouse@lemmy.world
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        1 year ago

        This is true for most of software out there, but most of the game industry operates with a small margin, and when you look to games individually, most of the games that are still selling (think about GoG games) are not worth any developer time

      • nybble41@programming.dev
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        1 year ago

        The most valuable thing is an experienced team who thoroughly understand both the specifications and the implementation as well as the reasoning behind both. Written specifications are great as onboarding and reference material but there will always be gaps between the specifications and the code. (“The map is not the territory.”) Even with solid specifications you can’t just turn over maintenance of a codebase to a new team and expect them to immediately be productive with it.