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Currently working in Godot for the first time for this year's 7DRL [1]. Compared to previous years in which we rolled our own everything in PureScript, it's crazy productive and a mostly pleasant experience. First class Linux support is magical. My teammate and I are developing cross-platform on Linux and Mac, and I have had zero problems on PopOS. (My teammate on Mac, however, has had to restart the Godot editor a bunch, as it does not seem to play as nicely with Git on that platform.)

My complaints would be that gdscript can be unintuitive and just plain janky. There's a lot of wrestling with internode communications. Signals are super clunky to use. We've been using this ad hoc mish mash of signals, inheritance, and preloads (think #include). I wouldn't take our approach for any real project, but it's good enough for a hackathon.

[1] 7 Day Roguelike https://7drl.com/



Right, it's signals and the whole communication process between nodes that's the issue, and the only thing in Godot that causes me to pull my hair out.

So much in Godot falls magically into place when you try, and then you have to send a piece of info from one object to another, and the official standard methods to do so look like an outrageous clunky hack.




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