Hello,
I'll go straight to the point. I don't have a lot of free time and I cannot afford to make a mistake. Everybody is telling me to use Unity, but I don't want to for a number of reasons. I'm not familiar with Godot, that's why I'm here. My main idea is a simple 2D platformer, but here's the kicker: instead of a story based one, I want to make a huge, well implemented level editor for it. People will be able to create a level, share it through the game, play, record highscores.
I know it's not an easy task, that's why I will focus first on getting all the basics right (I have some experiences, but nothing advanced.) I suppose Godot has no problem in handling an easy 2D sidescroller, switching rooms, the cameras, etc. So my main questions are:

  • What are your comments on making a level editor for a game, in Godot? I should clarify, the editor would have loads of entities and objects, probably lights and logic items too (switches, etc.) that connect to other elements.
  • How are vector graphics implemented?
  • Any good resources that go in depth about advanced mechanics in a precision platformer/sidescroller with attacks?
  • Do I need Godot 4 or I can stick with 3?

Thanks a lot for your time,

  • V

Godot has a tilemap and tileset editors in the editor. But you can also set tiles or delete them programmatically for an in-game editor. That is fairly easy.

However, some of the asset importing tools only run in the Godot editor. So it would be easy to allow users to remix the art you make, but it becomes complicated if you want to allow them to upload their own art or mods.

I've seen people do it, but it requires add-ons to the engine. Definitely possible, but not built-in.

There is some vector support, but it gets rasterized when you use the asset (for example, you can import a svg file, but then it becomes a pixel sprite). You can create curves and lines with code, but it depends what you are doing if this is worth it.

There are a bunch of tutorials for 2D games, this one is my favorite: https://www.gdquest.com/tutorial/godot/

I'd stick with Godot 3.x, as 4.0 is not finished and only really beneficial for higher end 3D.

Is the game itself also developed in Godot, or you trying to make a level editor in Godot for a game that is not based on Godot? I think the first one would be fine, the latter would be more challenging (possibly not worth the hassle).

Thanks both for your answers. The game hasn't even started yet, but I have enough documentation, prototypes and notes that I've been piling up over the last year, and before starting the actual development I want to make sure I choose the right engine. Godot seems like the best choice, I'm just a little bit worried about the editor. @cybereality I do not care (now) about custom art or custom objects, I want people to be able to make their own levels within the game and share them.
To clarify about the level editor: ideally I'd want it to be the main thing of the game, and also the one I'll use to make the standard levels themselves.
You launch the game, you hit "Build a Level", and the editor scene pops up and you can start putting down tiles and objects, etc. Then you hit "Save" or "Publish", and I can open the game myself and play your level.

I believe something like this is definitively possible, but are there any limitations I should be aware of? Can I save the levels directly in a scene file, and let the game load it from the server when you click "Play User Level"? Do I need to make my own interpreter for the level? Etc.

    In your situation, it could be helpful to make a rapid prototype. Add some simple features that are representative of the eventual result, and test it to see if the functionality and performance are acceptable.