[HN Gopher] W4 Games raises $8.5M to support Godot Engine growth
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       W4 Games raises $8.5M to support Godot Engine growth
        
       Author : mroche
       Score  : 309 points
       Date   : 2022-09-13 17:46 UTC (5 hours ago)
        
 (HTM) web link (w4games.com)
 (TXT) w3m dump (w4games.com)
        
       | danjoredd wrote:
       | Nice! I don't think W4 has created any games though. To get some
       | REAL traction, Godot needs some full well-known games published.
       | Basically, we need a game to do to Godot, what Undertale and
       | Nuclear Throne did to GameMaker.
       | 
       | We have Wrought Flesh by Miziziziz, but other than that I can't
       | think of a single game actually produced by Godot. I know it is
       | capable of it, but we need a "killer app" to make it really blow
       | up.
        
         | zibby8 wrote:
         | GameMaker filled a very specific niche by targeting indie devs
         | with little-to-no coding experience and giving them enough
         | support to make a game (similar to Flash). Maddy Thorsen used
         | GameMaker for Jumper all the way back in 2004, which was really
         | an amazing game that has similar game play elements to her
         | phenomenal game Celeste.
         | 
         | I'm not sure exactly what Godot's niche is, making it harder
         | for it to have breakout hits.
        
         | jszymborski wrote:
         | Cruelty Squad[0] really demonstrated to me what incredible
         | things can be done with Godot, but I think the game is to...
         | how to say this... out there? It has an _extremely_ stylised
         | aesthetic. I have a hard time thinking of any game like it.
         | 
         | [0] https://en.wikipedia.org/wiki/Cruelty_Squad
        
           | nightowl_games wrote:
           | Frayhem [1] is an awesome game using Godot with Nim.
           | 
           | Rocket Bot Royale [2] is a game I worked on using Godot. We
           | released it on lots of platforms: Google Play, iOS, mac app
           | store, pc/mac/linux on steam, and several HTML game sites. It
           | has cross platform multiplayer with custom netcode written in
           | c++, and pretty advanced SDF based terrain destruction. I
           | think it's pretty good.
           | 
           | We are currently making a new game using Godot which I'm
           | excited about.
           | 
           | https://rocketbotroyale.winterpixel.io/
           | 
           | https://frayhem.com/en/
        
             | jszymborski wrote:
             | Played a few minutes of Rocket Bot Royale and it is pretty
             | fun! I'm so happy that since the demise of Flash, games in
             | the browser have only gotten better.
        
               | nightowl_games wrote:
               | I'm happy to hear that.
               | 
               | As a game developer, the state of game development is
               | really exciting from a technological point of view. From
               | a business point of view, it is very hard to compete, the
               | market is very saturated. We are hoping to carve out a
               | niche of high quality multiplayer games on the web.
        
             | tomcam wrote:
             | What was your process to getting it on other platforms that
             | Godot does not currently support?
        
               | nightowl_games wrote:
               | All of those platforms are supported by Godot. Steam is
               | supported through a developed and advanced module. We
               | have a very small amount of custom platform specific code
               | for iOS and Android.
               | 
               | Consoles on Godot are the hard part and thats what W4 is
               | going to offer. I think Switch would be easy as it
               | supports OpenGLES. Xbox and playstation would be harder,
               | but I havent looked into it.
        
               | tomcam wrote:
               | Thanks so much for the inside info
        
           | danjoredd wrote:
           | Yeah, its pretty out there. I like it though, because besides
           | the awful aesthetics, the attitude feels very "punk" and even
           | a little countercultural. Its not for everyone and I can't
           | blindly recommend it, but I like it for those reasons.
        
         | Operyl wrote:
         | Sonic Colors Ultimate was made with Godot, if I recall
         | correctly. It's not "huge" in the sense of a major AAA title,
         | but it's still a big franchise.
        
           | Toadtoad wrote:
           | Unfortunately, at no fault of Godot itself, Sonic Colors
           | Ultimate isn't really a great title to advertise Godot, due
           | to the increased issues on this version of the game.[0]
           | 
           | [0] https://en.wikipedia.org/wiki/Sonic_Colors#Reception_2
        
             | Operyl wrote:
             | That's unfortunate, I guess it makes sense that Godot was
             | used then. Tight budget, and it shows :(.
        
               | an_opabinia wrote:
               | It's incredible really that these guys are talking about
               | using Godot on consoles when it is in such bad shape.
               | 
               | Even if it's a bait and switch, and they spend 100% of
               | the funds on just like, making the engine better, $8m
               | isn't going to get you to 1/20th of Unity or Unreal. It
               | is an insurmountable niche.
        
               | HideousKojima wrote:
               | I'd argue that Godot _already_ has a better experience
               | for 2d dev than Unity and Unreal
        
               | TillE wrote:
               | Pretty much anything is better for 2D than Unreal Engine.
               | But yeah, Godot does a better job with 2D than Unity, and
               | it's much simpler to get started with.
               | 
               | I'd argue the only significant thing it's lacking, an
               | actual practical concern for indie game development, is a
               | good asset store. Saying Godot is useless because it will
               | never have feature parity with UE5 is, of course,
               | extremely silly and not a practical concern for most
               | games.
        
               | danjoredd wrote:
               | I disagree. I find that it is delightful to develop for,
               | especially for 2d games. Miziziziz made a full-3d game in
               | Godot, and did a good job with it. There were a few
               | glitches he caught post-release, but those were not
               | because of the engine.
        
               | chrisallenlane wrote:
               | > $8m isn't going to get you to 1/20th of Unity or Unreal
               | 
               | The size and complexity of these engines can be a
               | disadvantage, because not every game needs the features
               | they provide. For some use-cases, it can be easier to
               | work with a simpler engine with fewer abstractions, a
               | smaller API, and a shorter learning-curve.
        
         | prox wrote:
         | I think in the future "summer projects" like Blender did in the
         | beginning was pretty good. So have a few veteran leads make a
         | game with some of the best talents. They could pick a theme
         | (say a minecraft clone, or a FPS) and slowly up the difficulty
         | and technical feats required (which in turn will drive
         | development)
        
         | amitmathew wrote:
         | Agreed! I don't think there's anything really standing in the
         | way of building high-quality games with Godot. As Godot
         | continues to mature and with the right tools and support for
         | the indie community, it's just a matter of time before there's
         | a breakout hit built with it.
         | 
         | Our company is building some open source game templates that
         | will hopefully spark some cool creations with Godot 4. So far
         | we have templates for a Streets of Rage-type beat-em-up game, a
         | tower defense-style game, and something similar to Binding of
         | Isaac. We're also including some high-quality art assets to go
         | with the templates. We're still a few weeks away from
         | launching, but I hope to post our work on HN when they're
         | ready.
        
           | tomcam wrote:
           | That is a ton of work, thank you. What is your motivation for
           | making the templates open source?
        
             | amitmathew wrote:
             | That's a good question and to be honest, we're still
             | figuring it out. Making our templates open source have the
             | benefits of allowing the broader community to contribute,
             | helps make Godot more accessible, and seems to more in the
             | spirit of Godot. Of course we're a business and we're
             | trying to build something sustainable, but right now we're
             | betting on Godot and its community and we think elevating
             | Godot will help us in the long run. Of course, maybe this a
             | terrible idea, but let's find out! Part of the reason I
             | started the company was to try out some off-the-wall ideas.
        
               | tomcam wrote:
               | I think it's a win-win because while the templates are a
               | wonderful contribution, most of your work will be in the
               | game play, set, and mechanics. You get to help other
               | people along without a significant impact on your own
               | bottom line, I think.
        
           | danjoredd wrote:
           | Looking forward to seeing them!
        
         | baud147258 wrote:
         | I though the Deponia series of adventure games was made with
         | Godot, but it seems it was only used for a port of the first
         | game. Instead Deponia used a proprietary engine called
         | Visionaire studio.
        
       | brundolf wrote:
       | I've started using Godot (4.0-alpha) for some hobby game dev
       | recently. In the past I've done a fair amount with Unity and
       | touched Unreal once or twice. Thoughts so far:
       | 
       | Godot is far from perfect. It's definitely more sparse than the
       | others in terms of features. I've encountered some bugs (nothing
       | show-stopping, and it's tough to say how much of that is just
       | from using the alpha version, but it has impacted my flow). There
       | are unfortunate quirks; for example, saving scripts always saves
       | the whole scene, and saving large scenes can pause the editor for
       | multiple seconds, which is a particularly annoying combination.
       | The programming model is heavily OOP. The custom scripting
       | language, GDScript, is a blessing and a curse; its tight
       | integration with the engine comes at the cost of subpar tooling
       | (and of course, just learning a new language with new quirks).
       | 
       |  _But._
       | 
       | Godot has the distinct feeling of being _cohesive_. It feels like
       | it was designed by one person, who knows what it takes to make
       | games, and set out with a holistic vision. Everything you might
       | need to do has an answer, or at least a story. You don 't get
       | confusing mixed signals from different parts of the interface or
       | from the docs; there's one, intentionally-designed way to do each
       | thing. GDScript has its quirks, but it also has very elegant
       | built-ins for doing engine-specific stuff that would be super
       | clunky in a general-purpose language. Using Godot almost has the
       | feeling of using (good) Apple software; somebody anticipated your
       | needs, and made sure they'd be met. Maybe not in the exact way
       | you would have picked, but in a way that will work, and will fit
       | in with everything else.
       | 
       | That, combined with it being fully open-source, makes it feel
       | like it has good _bones_. Especially in contrast with Unity -
       | which felt like a growing pile of corpses being tossed on top of
       | each other with each release - it 's been so refreshing that it's
       | singlehandedly gotten me back into hobby game dev. I don't feel
       | like I'm wasting my time learning one half-baked API that's going
       | to be replaced with another half-baked API six months from now.
       | For every annoyance or missing feature in Godot, I have faith
       | that things will continue to improve - because they're built on a
       | solid foundation - or that I could at least build it myself if I
       | really needed to.
       | 
       | I believe in the vision and the future of this piece of software.
       | And that makes it feel worthwhile to invest the time learning all
       | its quirks.
        
         | glanzwulf wrote:
         | What kind of features are you missing from Godot vs other
         | engines?
        
           | brundolf wrote:
           | A recent one I looked for was a terrain system. There just...
           | isn't one yet. It's totally possible they could add one some
           | day, but I assume other things have just been higher-priority
           | so far for their limited dev time (which isn't unreasonable)
           | 
           | I did find a third-party plugin that looks pretty high-
           | quality, but it hasn't been ported to 4.0 yet
        
             | TillE wrote:
             | Bear in mind that almost nobody has really started porting
             | anything to Godot 4, because it's still in alpha and stuff
             | isn't quite nailed down yet. It makes sense to wait until
             | the first beta, which is probably a few weeks off.
        
               | brundolf wrote:
               | Sure, makes sense. But the question was which features
               | are missing from the engine itself, and that one came to
               | mind (Unreal and Unity both have built-in terrain
               | systems, even though Unity's is crap). Not making
               | demands, just observing/relaying
        
         | RicoElectrico wrote:
         | So it's like a PostgreSQL of game engines, as I heard similar
         | praises of it.
        
           | Thaxll wrote:
           | Except no one use it for any serious games. Godot is praised
           | there and there on HN but in the real world of making games
           | most people don't know about it and certainly won't use it.
           | atm it's good a indie engine.
           | 
           | Edit: the downvote party is there, where are the game built
           | with godot again?
        
             | erik wrote:
             | Sonic Colors: Ultimate is the highest profile title to
             | date. (Though Godot is only used as an interface layer, the
             | gameplay isn't built in the engine.)
             | 
             | Cruelty Squad and Luck Be a Landlord are both respectable
             | indie successes.
             | 
             | There are probably some successful mobile titles. And it's
             | also used in slot machines and gambling games.
        
       | silent_cal wrote:
       | Wow, that's quite a haul
        
       | jdoliner wrote:
       | I'm incredibly excited to see Godot getting an organization like
       | this behind it. Godot is an amazing tool. It's cliched to
       | complain about names on hn, but every time I see W4 Games I think
       | it's a company to help me cheat on my taxes.
        
         | finder83 wrote:
         | It didn't click for me before until I read it from someone
         | else, but W4 seems to stand for "Waiting For" (Godot). Actually
         | a rather creative name in my opinion. Apologies if you already
         | knew that.
        
           | jdoliner wrote:
           | I did not know that! That's great actually
        
           | thrillgore wrote:
           | That only now clicked. And its based in Ireland.
        
       | hgs3 wrote:
       | Just a thought I had: Godot is MIT and the project never had a
       | contributor license agreement. W4 doesn't "own" the copyright
       | anymore than anyone else. An investor with enough capital could
       | start their own W4 competitor, or even a closed source
       | competitor, based on Godot at any time.
        
         | [deleted]
        
       | dljsjr wrote:
       | W4 Games's CEO Juan Linietsky is the creator and lead dev of
       | Godot. Their primary mission, from my understanding, is providing
       | the non-open-source tooling and support that's needed to make it
       | feasible to use Godot as an environment for developing console
       | games. The SDK's and their APIs cannot be included in the FOSS
       | Godot code directly.
       | 
       | Juan shared a blog post about the state of console support in
       | Godot shortly before the launch of W4 that gives some more
       | insight: https://godotengine.org/article/godot-consoles-all-you-
       | need-...
       | 
       | Often time folks say that what Godot is missing is a "killer app"
       | that shows that the platform is viable. I think that this could
       | potentially go a long way towards that.
        
         | brundolf wrote:
         | I'm not sure it counts as a "killer app" since Unity and Unreal
         | both have this feature already, but it's definitely another
         | exciting step towards parity
        
           | dljsjr wrote:
           | By "killer app" I meant a really amazing game made with the
           | engine that makes people stand up and say "oh hey Godot is
           | legit".
           | 
           | Being a viable console target will attract more creators and
           | increase the chances of that happening. As laid out in the
           | blog post from my original comment, while Steam is a hotbed
           | for indie games most of them toil in obscurity. Most of the
           | money in indie games is on consoles now.
        
             | doomlaser wrote:
             | Godot has already produced at least one unconventional
             | indie darling hit that I know of, _Cruelty Squad_ for PC:
             | https://store.steampowered.com/app/1388770/Cruelty_Squad/
        
           | bbkane wrote:
           | I think the largely open source nature of the Godot ecosystem
           | is already the "killer app" and I hope parity in matters such
           | as this expose that
        
             | klodolph wrote:
             | Unity has also gotten a bit intimidating to newcomers these
             | days.
        
               | ygjb wrote:
               | It's also intimidating to people who have been using it
               | for a long time as well.
               | 
               | The proliferation of new features some of which compete
               | with each other, and the lack of focus and polish on some
               | of those features make it frustrating to stay current.
               | 
               | That coupled with some questionable business partners and
               | tone deaf comments by their leadership team has certainly
               | piqued my interest in other platforms.
        
       | ThePadawan wrote:
       | I'm (positively) amazed at the number of open PRs on Godot's
       | Github [0].
       | 
       | I'm used to those sorts of numbers for open issues without
       | ongoing fixes - but the number of issues is actually only 5x the
       | number of PRs.
       | 
       | That seems _insanely_ productive for an open source effort.
       | 
       | [0] https://github.com/godotengine/godot/pulls
        
         | capableweb wrote:
         | I'm super happy Godot is receiving so much attention, both in
         | contributions and issue creation.
         | 
         | But, how is having PRs open since 2019 a positive indication,
         | and a productive one at that? Seems hugely unproductive to
         | never close a PR unless the author do so (apparently? I don't
         | know the dev process too closely).
         | 
         | Most be very hard to navigate so many PRs, and surely most of
         | them must be unmergable after some months due to conflicts.
        
           | sl3dge78 wrote:
           | I think this is mostly because the core team has been working
           | on 4.0 for a couple of years now so I would imagine that PRs
           | get overlooked. It's a popular project and there's not a lot
           | of people on the team so yeah it builds up.
           | 
           | I have PR open since 2020 (small change for a bit of qol)
           | still hasn't been merged and I believe that there will be
           | major conflicts now.
        
       | BoorishBears wrote:
       | I'm afraid this will be an unpopular opinion with how beloved
       | Godot is... but this is how Unity ended up where they are.
       | 
       | Unity launched with a very similar mission to Godot, very similar
       | energy of busting up big game engine: then the funding came in.
        
         | TulliusCicero wrote:
         | Unity started development for years as an open source project?
        
           | hgs3 wrote:
           | It's not about how you start, it's about how you end up. Only
           | time will tell.
        
         | _manifold wrote:
         | The key difference is that Unity was a commercial venture from
         | the start and Godot is a FOSS project.
         | 
         | That's not to say FOSS development doesn't have its own
         | challenges and potential issues, but I don't think it's fair to
         | say they are resigned to follow in Unity's footsteps simply
         | because they are now receiving funding.
         | 
         | By example, Blender is receiving a not-insignificant amount of
         | funding from a variety of sources and they are doing better
         | than ever.
        
           | homarp wrote:
           | godot started as a in-house engine, so commercial venture.
           | (see https://godotengine.org/article/first-public-release ).
           | 
           | Just like Blender started as in-house tools (
           | https://www.blender.org/about/history/ )
        
             | larsiusprime wrote:
             | The relevant point is that Godot and Blender are both open
             | source now, and Unity remains closed source.
        
               | homarp wrote:
               | Original post said "To date, Godot follows the Blender
               | story, not the Unity story" to which _manifold replied
               | "The key difference is that Unity was a commercial
               | venture from the start and Godot is a FOSS project."
               | 
               | My point was to point out that both Blender and Godot
               | were commercial venture first and went FOSS. They did not
               | start as FOSS ventures.
               | 
               | That Unity is not OpenSource yet is not really relevant
               | to what I was trying to explain.
        
         | tmpz22 wrote:
         | Well there's more hindsight for them to draw on and learn from
         | the mistakes of the past. Im sure there were for Unity too, but
         | its more immediate in this situation I think.
         | 
         | You're probably right though.
        
           | Macha wrote:
           | The concern with something like this is that chucking the
           | early adopters under the bus once they were established is
           | unlikely to be viewed as a mistake given it likely didn't
           | affect the investors or owners
        
         | syntheweave wrote:
         | To date, Godot follows the Blender story, not the Unity story:
         | built originally as a proprietary tool, later open-sourced, but
         | in a state where few could seriously use it. Then after years
         | and years of gradually built momentum, you start to see
         | industry backers appear.
         | 
         | Unity's story was always "plucky startup goes big". They never
         | dogfooded an actual game in-house, they kept the source closed,
         | broke everything as they went along, never fixed longstanding
         | bugs. All the early goodwill was simply based on the fact that
         | the IDE made the first 80% of a game easy to reach - the part
         | where you have some collision logic wired up to input, things
         | interact, assets appear, it runs on device. Actually finishing
         | complex, featureful games in Unity has always been a dark art.
        
           | BoorishBears wrote:
           | I feel like this is being insanely harsh by leveraging
           | hindsight, so harsh you're actually ignoring reality at
           | points.
           | 
           | Like Unity was originally born from the idea the two co-
           | founders would build a game studio that would license their
           | tech. And they did in fact release a game:
           | https://www.macworld.com/article/174909/gooball.html
           | 
           | They were 100% that plucky startup (I mean the team started
           | when two people met in an apartment off a forum and merged
           | their codebases...) and before they started leveraging all of
           | their funding to buy up middleware after middleware, they
           | were actually pretty good about stability and quality.
           | 
           | They literally built their initial success on the quality of
           | their editor) -
           | 
           | Godot also suffers from the exact same 80/20 problem Unity
           | does (W4 Games is literally betting the farm on
           | commercializing part that 20% in closed source tooling).
           | 
           | As far as I'm concerned that problem is inherent to any game
           | engine that targets widespread accessibility, because making
           | a game without an extremely deep level of discipline when it
           | comes to organization will always be a recipe for a slog.
           | 
           | Yes Unity being more responsive to bugs would help, yes Godot
           | is currently a million time better off in _that_ respect
           | being open source... but again, to me funding is exactly
           | where the train starts to jump the rails.
           | 
           | If you actually go back and research Unity's roots, they had
           | the _exact_ inspiration and drive Godot did, but it was
           | having to recoup investments that slowly pushed things off
           | track, and eventually that snowballed into what we have
           | today. From guy who wanted to make Mac games and tools for
           | people who make Mac games... to a company that's merging with
           | an ad corporation for their survival.
        
             | Buttons840 wrote:
             | > If you actually go back and research Unity's roots, they
             | had the _exact_ inspiration and drive Godot did
             | 
             | Are you sure? Was Unity's team inspired to release an open-
             | source game engine like Godot's team? This might seem like
             | a nit-pick, but you do emphasize that their motives were
             | _exactly_ the same.
             | 
             | It's hard to argue Godot will follow the same path as unity
             | when Godot is open-source and Unity is not.
        
           | TranquilMarmot wrote:
           | Funnily enough, I actually originally learned about Godot
           | from using Blender. I had been using Unity for many years but
           | was getting deeper into the Blender hole and thought,
           | "managing all of these asset pipelines from Blender into
           | Unity is such a pain, doesn't Blender have a game engine?"
           | 
           | But Blender removed their game engine, and in the release
           | notes where they removed it they suggested Godot (https://wik
           | i.blender.org/wiki/Reference/Release_Notes/2.80/R...)
           | 
           | I messed around with Godot for a bit, but never did anything
           | serious. Now that they're releasing Godot 4, I might give it
           | another shot.
        
       | amilios wrote:
       | How exactly do game engines monetize, can anyone shed any light?
       | Is it via additional support in using the engine for large
       | companies? A freemium model like Unity's? But didn't even Unity
       | succumb eventually to supplementing monetization via ads?
        
         | anutrix wrote:
         | Afaik, it depends on the engine. Each one does differently.
         | 
         | There are hardly any major game engines left who don't offer
         | free versions. But commercial ones make money either through:
         | 1. Having some features(aka Pro or Enterprise version) or
         | export options paid. 2. Royalties from the games made(a cut in
         | your profits). 3. Ads. 4. Contracts with bigger companies,
         | government, orgs, etc. 5. Projects with movie industry and
         | other fields(research, simulation, labs, universities). 6.
         | There might be more ways.
         | 
         | Free and Open-Source game engines mostly monetize from
         | sponsors, donations and contributions or just don't earn.
        
       | mesozoic wrote:
       | Probably be purchased by Unity soon to avoid competition.
        
         | TaylorAlexander wrote:
         | Brand new venture started by the creator and lead dev of Godot
         | to provide better console support for Godot just got millions
         | in funding... I don't see why they would sell when they're just
         | getting started.
        
         | giancarlostoro wrote:
         | The codebase is MIT Licensed, so Unity would be buying a shell
         | intended to fund the project, it would be kind of a wasted
         | efford really. The entire codebase (even the IDE) is MIT
         | licensed last I checked.
        
           | brezelgoring wrote:
           | In this scenario, with Unity now being the owners of the
           | author company, couldn't they change the license to another,
           | or straight up make it closed source?
           | 
           | I know the license says you have to be MIT - in perpetuity.
           | That being said the author is the author and can do whatever,
           | right? Especially if we're talking about Riccitello here, he
           | has a past to consider.
        
             | squeaky-clean wrote:
             | Disclaimer that I'm no lawyer.
             | 
             | For a project with a single copyright owner/entity (or a
             | group in agreement), yeah. You can't change the license of
             | existing released versions or prevent people from sharing
             | it in accordance with MIT. But you can publish a new
             | release and drop the MIT license or even go closed source.
             | The MIT license is just a grant of permissions for people
             | who are not the copyright holders. The owner doesn't have
             | to agree to MIT in order to use their own software.
             | 
             | Godot would be a weird example though where I hope a lawyer
             | would chime in. The first part of the MIT license
             | establishes the copyright holders. The Godot license says:
             | 
             | Copyright (c) 2014-2022 Godot Engine contributors (cf.
             | AUTHORS.md).
             | 
             | And the AUTHORS.md file has like a hundred names in it. If
             | some company could acquire the entire rights to Godot then
             | they could update the license. But I don't know how
             | possible that is here.
             | 
             | It kind of reminds me of when id software had the reverse
             | situation. They wanted to open-source Doom 3, but some
             | shadow technique they were using was based on a Creative
             | Labs patent. So they had to rewrite a small amount of code
             | before publishing the source.
        
               | sfink wrote:
               | Apologies for being pedantic.
               | 
               | > Copyright (c) 2014-2022 Godot Engine contributors (cf.
               | AUTHORS.md).
               | 
               | That doesn't strictly make sense. "cf" means "compare".
               | It implies that Godot Engine contributors are _different_
               | from what is listed in AUTHORS.md.
               | 
               | I know that everyone mistakes "cf" for "see also", so I
               | figured it out. But I really was confused at first.
        
               | squeaky-clean wrote:
               | License discussions are 100% the place to be pedantic.
        
             | Buttons840 wrote:
             | MIT allows relicensing / sublicensing doesn't it?
        
             | [deleted]
        
             | stu2b50 wrote:
             | You can't retroactively delicense the codebase without the
             | agreement of all other contributors, so basically you
             | can't.
             | 
             | You can make any future work you write a different license.
             | So in this hypothetical unity could basically continue with
             | closed source fork.
        
               | danjoredd wrote:
               | Even if they could, a hard fork can be made. Thats the
               | beauty of open source! If, by some mystery they were able
               | to do so, someone would continue the work
        
         | ketzo wrote:
         | Why would W4 Games agree to be purchased? That seems pretty
         | antithetical to, like, their whole thing.
        
       | poetril wrote:
       | Very exciting. Godot breathed life into my game dev hobby a few
       | years ago, thrilled to see it getting more resources to grow.
        
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