@MagicLord said:
This is why i think tutorials and game starters are more important than new features (CSG and new ones).
I hope at least critical bugs will be worked on otherwise release after release it will become a mess like some few other open source engines.
I do agree that focusing on issues other than shiny new features would be the proper focus. Frankly, I think Godot's current feature set is far more robust than it needs to be. Since Godot doesn't have any tangible need to "compete" with game engines like Unity and Unreal, it doesn't need to sport the same level of graphical fidelity. Stability, bug fixes, platform reach, and performance are the areas that I would focus on if I were developing the core engine.
However, I can't agree that the priority should be on tutorials, and we'll get to why...
Tutorials should be made by the engine team, they are the best skilled to work on those.
This is the primary point that we disagree on. Developers do not necessarily produce good tutorials. While it can happen, it does not always work out that way. As SeaFishelle pointed out, having back-end technical knowledge is not the same as hands-on experience. And hands-on experience with a tool is what you are actually looking for. That's the kind of knowledge and experience that makes for good tutorials and documentation. Building a tool is not the same as using the tool. Someone who is good at making wrenches is not necessarily going to know how to use a wrench effectively. Making a good wrench involves carving out a good mold, and getting some solid metallurgy and smelting. It does not involve wrenches. It is entirely possible to know exactly how to make a really good wrench, while at the same time being piss-poor at using wrenches.
Expanded documentation and tutorials are usually better when they come from the community. This happens with other engines too. While some of the official documentation for engines like Unity and Unreal are decent, they are never the better options. I always end up looking to the community for answers, as opposed to the actual development teams. This is why the documentation issue is one that will sort itself out over time. Building a decent community will lead to more and better documentation. You mainly need more people using Godot, and sharing the experience they have from using it.