• Godot Help
  • Customize/Specialize the Godot Editor to a game genre

Hello,
I am seeking advice and direction on achieving a specific goal. My objective is to specialize the Godot editor to create an engine that is dedicated to a specific genre of game, similar to an RPG in a box but for 2D fighting games. The RPG in a box FAQ state that the software is actually created as a game on top of Godot but my initial plan was to to reorganize the Godot editor, add specific plugins and windows, and remove some functionalities that are unnecessary for my purpose.

I am wondering if working with the engine source code in C++ is the best approach to accomplish this goal, or if there are alternative methods that I may be unaware of. I am also curious if this goes against the engine's philosophy.

    Gerark I am wondering if working with the engine source code in C++ is the best approach to accomplish this goal

    Yep.

    I am also curious if this goes against the engine's philosophy.

    Nope.

      Tomcat

      Would it be feasible to create an editor in the form of a game (similar to what RPG in a Box has done), and selectively incorporate the necessary engine components into my game/tool?
      I am concerned about the time it will take to iterate. The entire engine source code is extensive, making the learning curve quite steep. Perhaps it would be more effective to start with a blank game project and gradually add functionality. Am I overlooking any crucial aspects?

        Gerark Would it be feasible to create an editor in the form of a game (similar to what RPG in a Box has done), and selectively incorporate the necessary engine components into my game/tool?

        Most likely yeah. Godot is an open project and you can manipulate it almost any way you want: add and remove features. As an example Material Maker is made based on Godot.

        I am concerned about the time it will take to iterate. The entire engine source code is extensive, making the learning curve quite steep.

        And this is the right question. Godot is made by a team and has been for years.

        Gerark Perhaps it would be more effective to start with a blank game project and gradually add functionality.

        It seems logical.

        Why just not make it inside Godot editor. I really don't see what features of a fighting game would require interventions into source code.

        It's possible, but may be a lot of effort for little gain. Godot is already pretty general and can support any game.

        Though it is typical for any semi-large project to develop their own plug-ins and tools. This is normal, however editing the source code is slow (and take several minutes to compile) so not recommended unless necessary.

        C++ hard. GDscript easy.
        I just make an editor in godot that specializes in whatever tedious process Godot's editor wasn't specialized for. The best way to execute it varies wildly depending on what you're doing.
        Some dude somewhere at some point in the history of software said "Keep it simple, stupid." It saves a lot of time. And headache. And burnout. And coffee.