Projects getting more complex as they become more feature rich is actually quite common in the world of software, because it is not that easy to keep workflows simple without sacrificing a lot of power that many otherwise need as their projects grow.

Now Godot in theory could have a mode that hides the advanced stuff for beginners, but then you might get questions as to why the engine does not have feature X like engine Y. It is a balance really, though the Godot team is doing a better job at not overwhelming the user on opening than some of the teams behind industry leading apps (with its small software size and ability to get you started quickly).

Personally, I find if people complain about a tool, they should consider their own skill and experience first. A tool is just a tool. If I built a house with a hammer, and it came out bad, I wouldn't blame the hammer. If you try to draw, and the art is poor, don't blame the brush.

    UpAllNight

    Never hesitate to try something new. However, a wise man once said, "The problem with leaving is that you can only do it once, and it reduces your influence."

    duane On the other hand, I have heard you complain about aspects of other engines. 🙂

    Right, but I didn't go on the Unreal Engine forum and complain. I simply uninstalled it, and moved on.

      duane Just out of curiosity, have you been using another engine? Which one?

      I can't really speak for them, but afaik @TwistedTwigleg has simply been too busy after they got started with their new job. So probably more so the case of not enough time to do anything that would need something like godot.

      DaveTheCoder That is ... unfortunate. 😢

      The projects I’ve been making haven’t worked out nicely with Godot, but I’m keeping an eye out should a project that fits Godot arises.

      duane Just out of curiosity, have you been using another engine? Which one?

      I was using CT.js for a game demo but had issues with inheritance, so I migrated to Phaser. Ultimately I was looking at JavaScript so I could use PeerJS for easy server-less multiplayer.

      I tried using PeerJS with Godot via JavaScript, but for some reason there was a fair amount of latency communicating from JavaScript to GDScript, so I looked for a JavaScript native game engine.

      It is a little networked multiplayer platformer vs. game, but because I have prototyped it three times now and only been working on it at the weekends, I haven’t gotten very far 😅

      I’m also thinking of making a little Steam Deck app too and started thinking about the design on that instead of working on the network game.

      Too many projects and too little time 😆

        TwistedTwigleg

        At the risk of derailing the thread, you might consider haxe/heaps or haxe/flixel. I was impressed by how well haxe/flixel exports to javascript, as well as native code for pretty much everything. Just a thought.

          To be honest, there is a lot of stuff that could work better in Godot. It's not that everything is perfect. But Godot works good enough, and I really like the workflow and productivity. Things seem to make sense and follow basic logic. My main reasons for choosing it were that it worked 100% on Linux and supported HTML5 well. Unreal has somewhat dodgy support on Linux, and they dropped HTML5. Unity does support HTML5, but only on desktop, and their Linux support is also so-so.

          If I were making a traditional desktop/mobile game on a Windows dev machine, I likely would not have chosen Godot. Like for a console/PC game, if you use Windows, Unreal is probably a better choice. And Unity is a good all-rounder, even though I think there are some overall issues with the company. But it's a very personal choice, depending on the needs of your project, the platforms supported, your development environment, etc. And that is not going to be the same for anyone.

          TwistedTwigleg The projects I’ve been making haven’t worked out nicely with Godot, but I’m keeping an eye out should a project that fits Godot arises.

          You should update the FPS tutorial and lobby to get it back in the official documentation. I learned a lot more about 3D from it than from Squash the Creeps. 😉

          I started godot last year too and it has always been like this. But sometimes I searched through Google, editor search help, godotengine, reddit, and this forum only to find out I forgot a dot or something 😆

          The engine is getting more and more coverage IMO. I am seeing a lot of 4.0 videos on youtube already which is awesome

          UpAllNight Gotdot has become everything that I hate in 'other' modern engines, hence the reason I started using godot last year. I'm sorry, but I feel the devs have went way overboard and complicated stuff more than it should be. Dropping an entity and applying a material to it requires time in google search trying to find some video or, if your lucky, a tutorial.

          This has not changed in the 3 years I've been using Godot, even in Godot 4.0. So honestly, this feels like a troll post. I mean, I understand that Godot isn't perfect, but it's actually quite easy to use, and I'd be interested to know what is so complicated for you.

            cybereality Right, but I didn't go on the Unreal Engine forum and complain.

            I did. To no avail 🤷‍♂️

            It was like 5 persons reported the same problems, 1 person said "no idea, it works for me". No comment from the makers, so

            cybereality I simply uninstalled it, and moved on.

              Pixophir It was like 5 persons reported the same problems,

              But did they identify the root problem correctly?

              cybereality This has not changed in the 3 years I've been using Godot, even in Godot 4.0. So honestly, this feels like a troll post. I mean, I understand that Godot isn't perfect, but it's actually quite easy to use, and I'd be interested to know what is so complicated for you.

              I suspect that's the correct question. They wouldn't have bothered to create this topic if they weren't looking for that answer themselves. But I also don't think this is the most effective way of asking that question or solving that problem.

              @UpAllNight might need to reiterate the problem and rephrase the question.

                Megalomaniak But did they identify the root problem correctly?

                Nope.

                Megalomaniak might need to reiterate the problem and rephrase the question.

                Yes, pls. After all it is part of coding to break a problem down into chunks one can handle. We can't complete the documentation here & now, but likely someone can answer a clear question.