They Ditched Unity for the Godot Engine, Here's What Happened
ฝัง
- เผยแพร่เมื่อ 16 ก.ย. 2024
- I sit down with Aurel & Adrien of the Frog Collective to discuss their upcoming game ColdRidge, their advice for new game developers, and why they switched from Unity to the Godot Engine.
We also take an in-depth look at ColdRidge within the Godot Engine editor to see how they setup their UI systems for the game and how they use procedural generation for the map.
ColdRidge comes out Q4 2024. Check out the demo now and wishlist before release.
COLDRIDGE (DEMO, WISHLIST) ►►
store.steampow...
FROG COLLECTIVE ►► frog-collective...
🔥 SUPPORT THE CHANNEL ►► / stayathomedev_
Thanks for watching everyone!
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ColdRidge Game Description
Immerse yourself in a turn-based exploration game set in the mystical Wild West. Strategically plan your moves to navigate cursed terrains, uncover magical artifacts, and explore uncharted lands. Don't be fooled by the calm plains of Coldridge, take a gamble and unveil its mysteries!
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STAYATHOMEDEV ►► stayathomedev.com
TWITTER ►► / stayathomedev
GODOT ASSETS ►► stayathomedev....
#gamedev #coldridge #godot
COLDRIDGE (DEMO, WISHLIST) ►► store.steampowered.com/app/3052500/ColdRidge/
FROG COLLECTIVE ►► frog-collective.com/en/
This steam link took me to a completely different developer and game
Yope instead od ColdRidge links leads to Day of Defeat
Got cut off, should be fixed.
Should be fixed!
That’s what I did, last September I dumped Unity and restarted a 3 year project in Godot. Was worth it.
do you use C# for code?
@@kostya-m nope, I took 3 months to learn Godot first, and that included GDScript and I fell in love. I do use C# where it makes sense, but otherwise GDScript is SOOO easy to learn.
@@scotmcpherson I believe GDscript is similar to python. Did you know python before learning GDscript? :)
Very cool to see in-engine recording for professional project, keep it up!
So much experience shared in 20 mins. Amazing interview. Looking forward to play the game. Downloading the demo now!
nice interview, good luck to the devs on their journey!
People saying they dont know what SSAO means, go back and start listening at 14:12 . They are saying "if you dont know what" these things are if yore developing a game, not "we dont know what this stuff is".
Anyway, really great interview. It was nice seeing the in-engine work. That always facinates me. Kind of a "behind the curtain" monent. Game wishlisted!
Sage advice, thanks Aurel and Adrien - wishlisted! And thanks StayAtHomeDev for all your videos!
Yep solo dev is tough period, but if you and someone else are on it and you guys click the development time is reduced exponentially. I'd say its logarithmic up to around 4 people, after that you start getting diminishing returns unless one person steps out to be the dedicated project manager.
Very practical interview lots of tips for Godot devs thanks!! btw the game looks awesome, wishlisted!
Love then professionals show in-engine content, Unity use to do a lot of that with Indie Devs on their show they had. Think bridging that gap between professionals and newbies is great, especially unveiling the curtains on how they use the engine.
Nice chat guys. Informative and enjoyable
This is interesting video, I would love to see more of those. Thank you for doing this!
Definitely need subtitles!! 😢 Wish i could pick up on what they are saying as the game looks amazing!!
Auto-subtitles 👍
The auto subtitles get them pretty close
Wow pro dev very cool art style and design.
This is peak content, such a great video
Great video, thanks... Just a single direction light, and a fog texture...there's hope yet!
Little bit of feedback on game. Because there is no way to give it through game itself. I've played like 5+ rounds and I've failed all of them. One single mistake and you 500g Guild Fee just eats all your earning and it is kinda frustrating. I am even pretty sure that at least once I've played almost perfect and still contracts were so low on rewards that it was impossible to play further. So I think some optimization could be beneficial and maybe game should be little bit less hard (at least at beginning). Also it is possible that I just suck :P
Also few times I just had contract (not from guild master) that I simply couldn't even buy. Which is kinda wasted opportunity cause there are only 6 expeditions and I don't think I will come back to that place because I've already gathered most resources from around that tile.
Edit: I managed to get through stage 1 once and then on stage 2 there was 1000 g Guild Fee and I had 50% of contracts with that volcano thing. Most of Volcano tiles were not in my visibility range at all... so kinda impossible to play. Fun game otherwise. Just not balanced in my opinion yet.
8:37 Add another entry to the tall list of Godot pronunciations
I intentionally pronounce it weird, because I'm a rebel and a loner.
french way
He says it correctly actually.
@@Ochitecture He says it like Godot.
that's how it supposed to be pronouced, so it should be the only entry in your list
Nice work and good interview. Two questions: 1) gdscript or C# ?, 2) why no Linux version, only Win? Best
C# as they came from unity
They are using C#
I would have never pictured "Frog Collective" is being used as (an endearing) racial slur for a Studio name... I was just picturing a person that collects cute frogs. (However, I saw this and it clicked, dark humor-wise)
All racial slurs are endearing and France isn't a race. You're welcome.
👍
I didn't understand half of what they were saying, but it was cool getting to see them open up the game in Godot and showing how they have things set up and laid out. 🤔
You should do more videos like this.
Same, I speak English as my native language but can't understand 99% of what they say. The accent is way too thick. But I commend them for knowing two languages
Godot is lacking way too many key features for anyone looking to publish their game beyond itch and steam
For most, just steam will do as the biggest platform anyway. May be I am underestimation mobile.
This is a silly take, Road to Vostok will dispel all your silly ideas on the limitations of Godot
When you're into gamedev, and do not know what SSAO means, it surely does not look good. These guys are supposed to be ex-Amplitude?
Unless you're a technical artist, a render pipeline specialist, or a shader expert, you may not know this. Just as I assume you don't know what neuronal mediators are active in your spinal cord right now. And that knowledge is far more important to you than knowing what SSAO is.
@@ivan-_-8577 You missed the point. The idea was not that they should be specialists of rendering pipelines, but the fact that they act like "WTF is SSAO, LMAO" does not seem professional, and certainly does not paint a favorable picture. Not knowing everything about a topic is one thing, having an attitude about technical details is another, especially when you're an indie studio of two people.
@@P4r4d0x1c4l They are indie. They can afford to joke and look unprofessional. Professionals are now working at Ubisoft and we all know the result :)
That's not really what they said though. Take a listen again everyone.
@@ijidau No, they laugh knowingly they do not care as long as they can do something that looks good. They say it more or less directly like this.
They could of done this in Unreal Engine.
Why? Do you have any reason? I think they are doing great. UE will cut 5% of gross revenue every quarter of the years every time you pass 1M. And also you need to report them with the Release Form (you need to download it in their release guideline webpage) before you ship your product or begin collecting revenue. If you don't, you will be in trouble. And also you need to report Royalty Form on a quarterly basis. It is a lot of work tbh. If you are not working for the game studio or high graphic 3D game, I think Godot is the wise choice. UE is too good but you know "You don't need to hunt the rabbit with the canon".
They could have done this in nearly any game engine. What's your point?