I come from phaser and am currently working as a game designer. Godot was just what I needed since I wanted a visual editor(it makes lots things quicker) but still be able to code(unlike construct, for example). I also needed to test my stuff on mobile and Godot can export to android in seconds.
The scripting language took me a week to learn and two to feel confortable with, though I think people coming from c#/java have a harder time getting used to its simplicity. 3.0 will support c# and potentially anything that compiles to a dynamic library thanks to GDNative.
I contrast, Unity to me always felt like this huge Rube Goldberg machine I have to set in motion to do anything so if you want something that starts up in seconds and has fewer dependencies I really recommend it.
I've used Godot a few times and found it pretty promising. The visual editing is a cool added value that wasn't there the last time I used it. It's not something I would personally use, but I've worked with artists/designers who have made use of similar tools with Construct and GameMaker.
The last time I started work on a new game I checked out Godot again, but ultimately I went back to GameMaker Studio.
I really think Godot has some real potential, but having the console exports for PS4 and Xbox One are pretty critical.
Agreed, I can't consider any engine that lacks support for the modern consoles. Given how brutal the industry is in general, you can't afford to leave money on the table by giving up potential console ports.
That said, I understand why it's not supported currently. The process to get anything done on Xbox or PS4 is laborious to say the least, and I am unsure how an open source project would accomplish it without being a standalone entity like Unity, Epic, or GameMaker.
Monogame is not so much a game engine as it is an I/O framework. It's got primitives to get input, to draw on screen and output sound and really barely more than that.It's much more fair to compare it to SDL than to a full-fledged engine like Unity. It has some of the elements you need to build an engine, like asset management and stuff, but it's really bare-bones and expects you to design all the higher level logic yourself.
And honestly, that's fine. It's 2D only (afaik) and designing your own main loop is a piece of cake anyway.
The only real problem I have with Monogame is that it's cross-platform only really in theory. In order to build your games for multiple platforms you need to use different forks of the codebase, or at least that's how it was when I tried it.
I come from phaser and am currently working as a game designer. Godot was just what I needed since I wanted a visual editor(it makes lots things quicker) but still be able to code(unlike construct, for example). I also needed to test my stuff on mobile and Godot can export to android in seconds.
The scripting language took me a week to learn and two to feel confortable with, though I think people coming from c#/java have a harder time getting used to its simplicity. 3.0 will support c# and potentially anything that compiles to a dynamic library thanks to GDNative.
I contrast, Unity to me always felt like this huge Rube Goldberg machine I have to set in motion to do anything so if you want something that starts up in seconds and has fewer dependencies I really recommend it.