AGS Development > Other Engine & Editor Development

Trying out Godot 3.0 + Escoria 3.0

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Monsieur OUXX:
Here is some non-trivial information about this attempt:
- Godot recently got a big boost (both in features and popularity and visibility) which made it move from "promising" to "the main 100% free rival to Unity".
- Escoria is a library/framework written in Godot script that implements in Godot all the tedious things expected in an adventure game (save/restore games + actions verbs + high level scripting language ("Esc" language) to script dialogs and custscenes).

The mild weakness of this is that Escoria had a flamboyant start but then became immediately obsolete when Godot moved up to Godot 3.0 and then 3.1. It broke some things.
The guys behind Escoria made it (mostly) work with Godot 3.0. There's a branch for that in their github, conveniently named "Escoria 3.0". It's good enough for any adventure game, really. Escoria also has a branch for Godot 3.1 and 3.1.1. But they're not actively developing those ones.

I've been trying to run the demo game of Escoria 3.0 in Godot 3.0.x (3.0.6) and I got a crash after a few clicks  :( But maybe it's just me who doesn't know enough yet. I'll keep you updated on that.

If anyone has a suggestion for another set of tools to develop a point n click game in Godot, then they're welcome to reply here.

Crimson Wizard:
I tried making 2D game in Godot 3.1.1 recently (simple platformer), and I find it much more user friendly in terms of making and program a 2D scene, because unlike Unity (afaik) Godot actually has a dedicated 2D mode with entity types which do not have to be adjusted for 2D.

For example, in Unity 3D, due its strictly 3D nature, UI is entirely different thing with its own coordinate measurements and element placement rules.
On contrary, in Godot all the 2D entities are simply placed on 2D layers called "Canvas Layer", which have same coordinate and placement method. Hence, if you define a 320x200 layer for world and 320x200 layer for UI, then you can be sure that button at 10,10 will be exactly at 10,10 above world. There's also no distinction between where you may put UI and "world" objects, so you may have characters on UI layers and GUI on world layer if you like.

Actually, except for few caveats, Godot 3.0 scene structure looks like something I wished AGS were.

PS. Ah, right, so, one thing I did not like about Godot was that it's minimum executable size for Windows is around 30 MB. Compare to 2.5 MB of acwin.exe...
That probably does not matter if you're making 2 GB adventure game, but still "triggers my OCD".

Cassiebsg:
My latest game only has about 22Mb... so would it build as 30Mb or force me to add stuff to it?  8-0

Crimson Wizard:

--- Quote from: Cassiebsg on 05 Aug 2019, 18:53 ---My latest game only has about 22Mb... so would it build as 30Mb or force me to add stuff to it?  8-0

--- End quote ---

I mean, that's the engine's executable size, not counting actual game stuff.

Cassiebsg:
oh, that means the same game would be about 30+20=50Mb
Doesn't bother me that much to be honest, but then again I currently  have a decent internet speed with no download limits. If i had limits and slow internet, that would probably be more annoying.

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