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Wesxdz | 4 years ago

Hey Terry, love Dicey Dungeons :) I think Godot is okay for simple things but GDScript ruins the whole engine for me. It's not a real language (which is antithetical to the whole idea of shared open source standards), you can't do things that matter with it, but you certainly have to waste time learning the syntax and trying.

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Trasmatta|4 years ago

You can use C# instead. And I don't even know what you mean by saying GDScript "isn't a real language".

Wesxdz|4 years ago

I know you can use C#: I have used C# and C++ in my Godot projects. However, other languages are not first class citizens in Godot. When I say GDScript isn't a real language people may interpret that as me being hostile towards Godot. In reality I'm just frustrated because I think the Godot editor is nice, but it's not capable of creating the types of games I want to play. GDScript is not used outside of Godot, and therefore it complicates the task of developing a shared commons of open source editor tools. For me, a criteria of open source is that it works with all toolsets, not just derivatives of a specific environment.

blensor|4 years ago

Sorry if this is a bit cynical, but isn't the general idea that game engines are pushing towards that you need to code less not more?

I've been writing VRWorkout in GDScript for a bit over 1 1/2 years so far and there haven't been any major roadblocks.

Wesxdz|4 years ago

I agree that game engines should empower everyone to create more and better content with less effort. However, I don't think that a game engine specific scripting language is the best approach. For simple games that are similar to other games, GDScript is tolerable... it's when you try to push the boundaries of what's possible in games that GDScript falls apart.