this post was submitted on 01 Sep 2025
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cross-posted from: https://lemmy.world/post/35297209

I'm looking for an engine/framework to make a 2d "RPG" (no leveling, etc, akin to Link to the Past).

I actually went to University for games programming, so I understand how games work, how to code them, etc etc. I work as a Test Automation programmer for websites, and I am doing some development on JS as well on a music toy. I am experienced with C#, C++, Java and JS.

The problem I've had in the past is that the frameworks promise the world, but everything I want to start working on is hidden beneath folders and folders of stuff, and the entry point to customize the correct parts seems obscured. Or, working on OpenGL etc are too basic with basically nothing out of the box.

I just want something that will say : here's your main, here's your player character, we've taken care of the collision detection and inputs and rendering, there's no gravity. Paint the tiles on this screen, and get going.

Like the level of expertise, customisation and entry point needs to be clear (or at least there is a guide to get started that I don't have to spend hours and hours on) and the business side is cut and dry and won't cost me to start deveoping. (flat X% after $Y in sales)

I don't mind having to learn a new scripting language as long as it's not drastically different to the object oriented languages I know already. (ie : nothing in Lisp)

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[โ€“] pirateKaiser@sh.itjust.works 4 points 12 hours ago (1 children)

What is this 'everything else' you speak of regarding Godot? I've been using the engine for years, based on my anecdotal experience your comment sounds rather biased.

[โ€“] entwine@programming.dev 1 points 11 hours ago

based on my anecdotal experience your comment sounds rather biased.

That's called an opinion. Usually, you can identify those when someone writes something like "I don't like it"

Godot's easy to use, that's its strength. Past that, it is riddled with issues. A lot of APIs are either poorly designed, half-implemented, or outright broken. The engine has terrible extensibility support due to a shitty build system, which is why you need to download a separate build of the engine if you want C# support. Third party native plugins like Spine also require a custom build of the engine to deal with this (want to use multiple third party "plugins"? Start learning C++ and scons so you can glue them together yourself). The internal organization of the code is sloppy, and while understandable due to it initially being a one-man project, the situation has not improved despite the massive increase in volunteers and money it has had over the years. There's a lot of bike shedding that goes on, and leadership doesn't seem to have a clear vision of where to take the engine.

GDScript sucks. The events system sucks. The hierarchical entity design sucks (although the nestable scenes helps smooth that over). Godot physics sucks. Jolt physics is better, but the integration sucks (Try making joints. The only reliable one is the 6DOF joint, but that requires you to fiddle with dozens of parameters to try and achieve what you want). A lot of the rendering features suck and/or are broken, even basic things like static lighting and shadowmaps fall apart with basic geometry. Everything is buggy as hell, and that's something you just need to accept if you're going to make games with it.

I don't hate Godot, and I do use it because of its main strength: ease of use. It's my go-to for game jams and prototyping, and I have used it a lot. But if I'm going to invest serious time/effort into a project, I'm not going to disadvantage myself right out the gate by choosing Godot.