PLEASE START US OFF BY INTRODUCING YOURSELF:
Hey, I'm Noiros, 20 years old, living in Belgium and founder of Vedg Studio. My team and I are currently working on two games, Object Wars and Endless Adventure, both on Godot Engine. I'm a self-taught developer, I started 6 years ago with Rpg In A Box, then after discovering the visual code in this engine, a little later I discovered that Rpg in a box was developed on Godot Engine so I started to learn Godot, after 1 or 2 years and a lot of prototype, I started the development of Object Wars.
TELL US ABOUT OBJECT WARS.
Object Wars is a massively multiplayer TPS focused on speed and verticality, in which you play as everyday objects such as a goblet, a coffee cup etc. For the moment, it has one main game mode, the team death match, in which you have to eliminate the opposing team using objects such as pencils and pens.
HOW HAS THE DEVELOPMENT JOURNEY BEEN
I started this game nearly 4 years ago. Originally, the game was supposed to be a game where two teams of plants killed each other with powers, but after noticing that plants were very difficult to model and animate, and while drinking my developer's cup of coffee, the idea of replacing plants with everyday objects came to me.
WHICH GAME ENGINE DID YOU CHOOSE AND WHY?
We're using Godot Engine 4.3, because it's lightweight, high-performance and open source, which means we can develop our own multiplayer systems to integrate our own netcode. I'd also tried Unity and Unreal, but they didn't really convince me, so I stayed with Godot.
WHAT'S BEEN YOUR BIGGEST DEVELOPMENT HURDLE SO FAR?
Multiplayer: Godot is great for single-player games, but it's a different story when it comes to multiplayer. At the time I started the project, Godot had absolutely nothing integrated for multiplayer, so I had to develop everything myself: Lag compensation, Net Code, Network Infrastructure and APIs. A big obstacle we also encountered was Godot 3.X. The bigger the project got, the closer we got to the limits of Godot 3, so once we'd exceeded the limits of Godot 3 we had to move urgently to Godot 4 alpha 1 😅 and restart the project from 0.
ADVICE FOR FELLOW DEVS?
I'd say, like almost everyone else, don't start with too big projects.
ANY FINAL THOUGHTS?
Avoid multiplayer 😅
-Noiros
❤️