Oh, I get what you are saying. Yeah, polymorphism is not much more limited in GDScript, since it appears that GDScript is typed by default. There definitely is a push towards typed GDScript and casting now in the new GDScript though, which I agree does move away from the Python-like roots of GDScript. It's a lot less of a dynamic language now, for better or for worse. I think from a performance perspective, it's definitely a good change, but I do agree that its going to be painful for awhile as everyone gets used to the new syntax and workflow.
Hopefully duck-typing will stick around though as a setting or something though, for migration purposes if nothing else.
@justinbarrett said:
I know this sounds like my own personal issues...they are issues for sure...not by any means out of my reach..but once more for new comers and for people who are learning on youtube or some other older content...it's going to be a nightmare.
I don't think it sounds like personal issues. It's frustrating to have to migrate code forward and make big changes, and the new GDScript does have some rather major fundamental changes. I've migrated Godot 2 projects to Godot 3, and it seems likely that Godot 3 projects will need migration work before they work in Godot 4.0. I think there are plans for a migration tool to make this process easier, but I have no idea if updating GDScript scripts is going to be part of the migration tool.
It definitely doesn't hurt to discuss this type of thing, especially since it affects existing projects and old Godot content. Feedback on big changes is always good, as it can help developers find issues, fix bugs, and shape the development direction going forward.
I don't know if there is somewhere for leaving feedback on the new GDScript though, I did a quick Google search and didn't find anything.
@vnen, @Calinou - Is there a discussion/thread/topic for leaving feedback on the new GDScript?