Hey thanks for the shout out! I see the allure to dive in to 4.0 and try to curb the FOMO, but I think you're doing the right thing by sticking to what works for your current project and using the new version of Godot as a reward to entice you to bring Chess Survivors to the finish line. Super fun video - I think you did a great job explaining both the pros and cons to upgrading, both in your situation, and others' situations. The references to LOTR made me lol. Keep up the great work!
Thanks Thomas! I had a blast making the little bit in the middle about scope creep. Thanks again for making a cameo in my vid! Maybe soon we can actually do a real collaboration.
I think thats a wise decision. We will do the same and start new projects in godot 4, but are very happy with godot 3 for the existing ones. And joining with 4.1 or 4.2 might skip a potential rocky start :D
I'm currently making a TPS using Godot 3.5.1. I'm almost done with 2 levels and I'm planning to make 6 more. As much as I love using some of the new features in Godot 4. I did play with it a little during the beta releases and it will be very time consuming to port my project. So I decided to continue making this one with 3.x and maybe if I'm really bored start something small on the side with 4.x to familiarize myself with it
I've tried twice and the things that made me give up were having to redo the menus, complex animations, and custom physics I did. Really want to make use of lambdas new tilemaps and multiplayer though... Dunno if I'll take the plunge again at some point in the future. We'll see
That said, I only spent about three days each time, and was able to get the core game running pretty quickly. Just didn't want to redo the more complicated parts.
My small team (3 brothers) had the same discussion regarding our current project and we decided to stick to 3.5.1 to finish the project and will use Godot 4 for the future ones! It was hard to resist the switch but learning that devs like you are also choosing to stay the course to get the game finished helps me feel confident in our decision. Thanks for making this video!
Not if you’re brand new. But if you’re more than 50% done, do NOT switch. Godot 4 is amazing and has many new features, but it changes a ton of things in the scripts that make them immediately break when you open up a 3 project in Godot. It takes a bit of porting work to get going so it’s not advised if you’re almost finished with a game. But a project from scratch? Absolutely use it! And also, it IS a good lesson in porting projects in general. But if you’re ready to release on steam in a week or a month? Stick to 3 if that’s the case.
Unless there's a specific reason/feature to upgrade, it's usually best to stay the course and wrap things up. Once you're done, you can upgrade it (which means more bugs are fixed/code refined in 4.0) or simply move on to new things. Less headaches when you've already got your flow going and know what you're working with!
I would love to upgrade my game to Godot 4, because I saw that you can import scenes as tilemaps, and I thought that would help streamlining adding enemies and items to levels, but upgrading would literally mean re-writing 2 years of code, and I really can't go through that. If I was making a sequel to the game, then I'd make it in Godot 4. Right now, I'm just trying to finish this game.
You can always update the game to 4.0 later, after release, if you choose to do so and if you think it's needed. By then Godot 4 will have all the addons done? Probably? That would be my course of action. So no worries about FOMO. Just do your thing. Next project can definitely be in 4.0.
I'm doing prototypes and since I learned in Godot 3.5 I'm sticking to it for now, there is FOMO but at the end of the day as lons as it works for you just stay there.
Great video! I am pretty much doing the same thing as you. Finishing the current game in 3 and then starting the next one in 4. I often try to avoid using new major versions of software until the .1 is out. One of the downsides I can think of to not switching is with the engagement metrics of the TH-cam channel. Viewers who clicked to learn Godot might click off the video once they realize it is a Godot 3 video and not 4. This will be especially true if the thumbnail and title mention Godot but omit the version. I am not saying this is a big enough downside to switch, but it is just one that I thought of.
That's a fair point, but for my devlog focused vids I highly doubt anyone will be able to tell the diff between 3 and 4. But, you are correct about tutorial videos those will have to wait until I switch over. Thanks for the kind comment and good luck with your project!!
I'm not gonna upgrade right now. I'm still pretty much a beginner anyway, so switching now would be a bit overwhelming I think. Maybe when I've finished my metroidvania, I'll give G4 a shot.
That makes sense, a lot of your experience will also transfer nicely once you start a new project on G4. Plus like I said, the work to move your project would mostly be "unfun" work and might derail you progress. Thanks for watching and leaving a kind comment, cheers!
Godot 4 is not that interesting for 2D, apart from the quality of life features of course. Also, I think you're using glow in your project, right? Glow is still unavailable in Godot 4.0 so that's another good reason to skip it! Talking about porting, honestly I don't think it would take you that long. The converter does most on the work, the most painful thing is to make sue your different resources are good like collisionshape, gradients, etc... These are often modified or removed completely.
upgrading to Godot 4.0 was not a problem for me because while Godot 4.0 was pre-stable i happened to not make anything bigger than small projects (mostly prototypes), so by the time i started my first mid-sized Godot project Godot 4.0 was already released. this video was very entertaining to watch despite this.
also, when i upgraded my only Godot 3 addon (responsive UI) to Godot 4.0, i used the Godot 3 addon's source code only as reference for remaking the addon from scratch, because i found a way in which the Godot 3 addon is badly designed so i redesigned the addon for the Godot 4 version. i also upgraded 2 tiny non-addon projects, '2d dice' and 'simplest paint'. of the 2 upgrades, only '2d dice' was started with Godot 4's project converter - 'simplest paint' was remade from scratch like the responsive UI addon.
Port the game to GODOT 4!!!!!!! Have just another TileMap, physics engine and script language. You just need to rewrite some plugins with have not been portable yet. Dont loose that opportunity to use a more efficient and exiting complex piece of software, you cant miss that, you life and you future will be complete destroyed if you don't do it!!!!!
Are you going to upgrade you projects to Godot 4.0? Thanks for watching :)
Hey thanks for the shout out!
I see the allure to dive in to 4.0 and try to curb the FOMO, but I think you're doing the right thing by sticking to what works for your current project and using the new version of Godot as a reward to entice you to bring Chess Survivors to the finish line.
Super fun video - I think you did a great job explaining both the pros and cons to upgrading, both in your situation, and others' situations. The references to LOTR made me lol.
Keep up the great work!
Thanks Thomas! I had a blast making the little bit in the middle about scope creep. Thanks again for making a cameo in my vid! Maybe soon we can actually do a real collaboration.
I think thats a wise decision. We will do the same and start new projects in godot 4, but are very happy with godot 3 for the existing ones.
And joining with 4.1 or 4.2 might skip a potential rocky start :D
I'm currently making a TPS using Godot 3.5.1. I'm almost done with 2 levels and I'm planning to make 6 more. As much as I love using some of the new features in Godot 4. I did play with it a little during the beta releases and it will be very time consuming to port my project. So I decided to continue making this one with 3.x and maybe if I'm really bored start something small on the side with 4.x to familiarize myself with it
Nice that your video popped in my timeline with the Godot 4 hype :) Good to see the developer of Chess Survivors!
I've tried twice and the things that made me give up were having to redo the menus, complex animations, and custom physics I did. Really want to make use of lambdas new tilemaps and multiplayer though... Dunno if I'll take the plunge again at some point in the future. We'll see
That said, I only spent about three days each time, and was able to get the core game running pretty quickly. Just didn't want to redo the more complicated parts.
Great video! I've been meaning to check out Chess Survivors
My small team (3 brothers) had the same discussion regarding our current project and we decided to stick to 3.5.1 to finish the project and will use Godot 4 for the future ones! It was hard to resist the switch but learning that devs like you are also choosing to stay the course to get the game finished helps me feel confident in our decision. Thanks for making this video!
Thanks for leaving this thoughtful comment, I’m glad this helped ease your mind. Good luck with your project!!
I have a old hardware, i tried install vulkan and place "Open Gl 3.3" on the godot 4.0 paste and nothing worked. So for now I'm staying in 3.5
Not if you’re brand new.
But if you’re more than 50% done, do NOT switch.
Godot 4 is amazing and has many new features, but it changes a ton of things in the scripts that make them immediately break when you open up a 3 project in Godot.
It takes a bit of porting work to get going so it’s not advised if you’re almost finished with a game.
But a project from scratch? Absolutely use it!
And also, it IS a good lesson in porting projects in general. But if you’re ready to release on steam in a week or a month? Stick to 3 if that’s the case.
Unless there's a specific reason/feature to upgrade, it's usually best to stay the course and wrap things up. Once you're done, you can upgrade it (which means more bugs are fixed/code refined in 4.0) or simply move on to new things. Less headaches when you've already got your flow going and know what you're working with!
1:15 I never have met him; I *AM* the scope creep monster.
I want to upgrade my 2d game to godot4 it's only 42 mb but then the conversion makes the program non-responsive.
I would love to upgrade my game to Godot 4, because I saw that you can import scenes as tilemaps, and I thought that would help streamlining adding enemies and items to levels, but upgrading would literally mean re-writing 2 years of code, and I really can't go through that. If I was making a sequel to the game, then I'd make it in Godot 4. Right now, I'm just trying to finish this game.
You can always update the game to 4.0 later, after release, if you choose to do so and if you think it's needed. By then Godot 4 will have all the addons done? Probably?
That would be my course of action. So no worries about FOMO. Just do your thing. Next project can definitely be in 4.0.
Did you see Nathan Hoad's video on switching from 3 to 4?
I'm doing prototypes and since I learned in Godot 3.5 I'm sticking to it for now, there is FOMO but at the end of the day as lons as it works for you just stay there.
Great video! I am pretty much doing the same thing as you. Finishing the current game in 3 and then starting the next one in 4. I often try to avoid using new major versions of software until the .1 is out.
One of the downsides I can think of to not switching is with the engagement metrics of the TH-cam channel. Viewers who clicked to learn Godot might click off the video once they realize it is a Godot 3 video and not 4. This will be especially true if the thumbnail and title mention Godot but omit the version. I am not saying this is a big enough downside to switch, but it is just one that I thought of.
That's a fair point, but for my devlog focused vids I highly doubt anyone will be able to tell the diff between 3 and 4. But, you are correct about tutorial videos those will have to wait until I switch over. Thanks for the kind comment and good luck with your project!!
mad scientist section @ ~2:14 made me laugh
I'm happy the joke landed! I had a blast filming and editing that part :)
I'm not gonna upgrade right now. I'm still pretty much a beginner anyway, so switching now would be a bit overwhelming I think. Maybe when I've finished my metroidvania, I'll give G4 a shot.
That makes sense, a lot of your experience will also transfer nicely once you start a new project on G4. Plus like I said, the work to move your project would mostly be "unfun" work and might derail you progress. Thanks for watching and leaving a kind comment, cheers!
@@Aarimous I’ve mostly upgraded one of my games, and yeah, it sucks.
Godot 4 is not that interesting for 2D, apart from the quality of life features of course. Also, I think you're using glow in your project, right? Glow is still unavailable in Godot 4.0 so that's another good reason to skip it!
Talking about porting, honestly I don't think it would take you that long. The converter does most on the work, the most painful thing is to make sue your different resources are good like collisionshape, gradients, etc... These are often modified or removed completely.
If the game works on 3.5.1, why upgrade??
True! Good point :)
It depends on the game but maybe you want to use the new tilemap editor
Free comment!
No obligation!
No godot4 needed!
No scopecreep!
💚
Yass! Thanks for watching :D
upgrading to Godot 4.0 was not a problem for me because while Godot 4.0 was pre-stable i happened to not make anything bigger than small projects (mostly prototypes), so by the time i started my first mid-sized Godot project Godot 4.0 was already released.
this video was very entertaining to watch despite this.
also, when i upgraded my only Godot 3 addon (responsive UI) to Godot 4.0, i used the Godot 3 addon's source code only as reference for remaking the addon from scratch, because i found a way in which the Godot 3 addon is badly designed so i redesigned the addon for the Godot 4 version.
i also upgraded 2 tiny non-addon projects, '2d dice' and 'simplest paint'.
of the 2 upgrades, only '2d dice' was started with Godot 4's project converter - 'simplest paint' was remade from scratch like the responsive UI addon.
At first I was like "I didn't know Brackeys was into Godot!"
😂 Originally I did use Unity and Brackeys was by main source for Unity tutorials.
I have no problem with Godot 4, I am Also making a multiplayer game, haven’t had any issues so far
You, probably still upgrade to 4 later, because of upcoming console support
Port the game to GODOT 4!!!!!!!
Have just another TileMap, physics engine and script language. You just need to rewrite some plugins with have not been portable yet.
Dont loose that opportunity to use a more efficient and exiting complex piece of software, you cant miss that, you life and you future will be complete destroyed if you don't do it!!!!!
I will wait for Godot 4.1
i'm sticking with 3.5.2 for next 6 months
nice video