Godot Engine 2.1

So a new version of one of my favorite game engines came out recently, and I’m just now taking a look at it. (Actually, I’m writing this on the 11th.) If you’ll recall from a couple of months ago, I tried making a game in Godot 2.0, but I couldn’t continue due to an illness. Now, with a new version out, I think I might try again soon. But first, let’s look at what’s in store, and let’s see if Godot is still worthy of the title of Best Free Game Engine.

Asset sharing

Unity’s absolute best feature is the Asset Store. There’s no question about that. It’s got everything you need, and it’s almost possible to make a game just by downloading graphics, sound effects, and pre-written code from there. And other engines (Unreal, etc.) are starting to jump on the same bandwagon.

With version 2.1, Godot can now say it’s joining the ranks. There’s a new Asset Library accessible within the editor, and it’ll eventually work the same as any other. Right now, it’s pretty bare, but I have no doubt it’ll grow as time goes on.

Better plugins

Godot’s editor has a lot of features, but it doesn’t do everything. Developers have always been able to add functionality with plugins (mainly through using the tool keyword in Godot scripts), but 2.1 brings a whole new EditorPlugin API, meaning that these tools can integrate better with the rest of the editor. They can also work with the Asset Library.

The API, like the Asset Library, is a work in progress, so it doesn’t have all the features yet. But give it time.

Editor improvements

If you don’t speak English, Godot 2.1 helps by supporting full internationalization of the interface. Along with that, the developers have added full support for actual fonts, instead of the whole “import TTF to textures” process we used to have to do. This also opens up the possibility of customizing the editor’s fonts, their colors and sizes. And it’s a small step from there to full-on theming, so that’s in, too.

Another nicety is custom keybindings, and that solves one of my bigger gripes. Not that I couldn’t change the bindings, mind you; I rarely do that in programming apps, if only because it makes tutorials harder to follow. No, now I can actually see what the default bindings are. Godot’s documentation was severely lacking in that area, but giving me the option to change now also brings the ability to discover, and that’s always a good thing.

They’ve also added some drag-and-drop stuff that I’ll probably never use, along with context menus, which I certainly will. And then there’s the usual improvements to the script editor, which are necessary when you’re using your own scripting language. (More on that later.)

Animation

Animation in Godot confused me. It must have confused a lot of other people, too, because one of the big new additions is a simpler way of using the AnimatedSprite node for, well, animation. You know, the thing it’s made for. No longer do you have to create an AnimationPlayer and all that, when all you really want to do is say, “Hey, play this one little animation, okay?”

The verdict

The official announcement (linked above) has a few other additions, like new features for live reloading. They’ve also got a link to the full changelog, if you like reading. But I’m content with what I’ve seen so far. Godot is still good, and it looks like it’s only getting better—maybe.

What does the future hold? Well, according to the developers, the next version is 2.2, due by the end of the year. (Yeah, right!) That one’s the first true “feature” release, and what features it’ll have. Do you hate Python? My brother does, so he’s happy to hear that Godot will soon give you not one, but two new options for scripting. One is a “visual” design system like Unreal’s Blueprints, a style that I’ll be writing about soon. The other is massive in its importance: C#. Yep, the same language Unity uses. If that takes off, then look out.

Beyond that, things get murky. They claim they’re already starting on Godot 3.0, and it’ll come out early next year. As it’s centerpiece, it’ll have an entirely new renderer, probably based on Vulkan. And that might be a problem. But I’ll wait and see. Godot is too good to abandon, but I hope it doesn’t abandon me on the road to better things.

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