popcar2 Unreal Engine is very AAA-focused. It's so bloated and difficult to get into, the only saving grace is Blueprints.
Unreal has developed a new scripting language called Verse, which looks quite promising. It is interesting to see how they utilize it for Fortnite. Reminds me of The Mirror endeavors made with Godot Engine (Godot's co-founder apparently works at The Mirror, see their About page), so this makes me think that Godot will likely retain GDScript as its main language, despite some people wanting to see C# as the main language in Godot.
Also, unlike Godot's VisualScript (which was removed in Godot 4.0 due to its usability issues, not because of lack of maintenance), I think Unreal will keep Blueprints since it caters to designers more anyways.
When you mention AAA, it always surprises me when some Godot users see Godot as having potential for AAA. Have you noticed this? Would you say that Godot is aspiring for AAA-quality games, or is it just wishful thinking?
popcar2 Unity's kind of a mess. There's always actively 3+ ways to do one thing
Having several options to choose from is actually great. I think the issue here may be less about the availability of choices but rather the way they might be presented to the user. I have always felt that Godot is too limiting when attempting to create anything slightly less trivial with it.
I think what makes Godot appealing to some users is that it allows them to alleviate the feelings of choice paralysis. However, one also has to consider the long-term impact of picking simplistic tools. That's why you'll often see Godot being used for game jams rather than for creating games intended for long-term development and production.
popcar2 On the outside, GameMaker looks super user friendly but once you try to get into it (like doing UI) you'll realize how much of a pain it is. Lots of things need manual work and workarounds.
I find it weird how Godot proclaims to its users that they don't have to reinvent the wheel, but when you look at engines such as Unity or even GameMaker, they tend to have more complete API...
For example, if we take GameMaker, it has very interesting methods not found in Godot, such as choose()
, various useful data structures such as priority queues, stacks, maps, grids, etc. I know you can simulate these structures in GDScript, but the point is that GameMaker already provides such features built-in, effectively eliminating manual work in some areas or use cases.