[HN Gopher] W4 Games raises $8.5M to support Godot Engine growth ___________________________________________________________________ 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. ___________________________________________________________________ (page generated 2022-09-13 23:00 UTC)