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yep, it’s fun when it clicks, worth studying for. The step between total noob and to understanding things was a steep one with Unreal Engine, probably much easier with other engines.

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I'd probably have to agree.

While Unreal and Unity tend to use c#, which isn't too difficult, I found gdscript a bit more natural for me as I was already somewhat experienced with python from a past job that used a lot of unix back end systems.

Unity extends this into prefabs and objects, while Unreal uses blueprints and has a pretty well developed visual scripting system as well as I understand it.

Not suggesting that c# is more difficult than any other language, but that the syntax of gdscript was more aligned to what I already knew.  The added benefit with Godot for me is that with it being so lightweight, I can do gamedev on a laptop.  And if it works on my laptop, it should work on most systems without much issue.

Unreal uses C++, I myself only use blueprints. It is quite advanced and you don’t really need to touch code at all even for quite complex games. I am an artist first, not programmer, so working with blueprints is better for my current skillset. I’ve been trying Renpy, it’s python based, yea, completely different experience. Python is so simple, love it.

I actually work fully on my laptop, I don’t have a PC. Unreal Engine 5 works much better than last versions of Unreal engine 4, when working with realistic assets. They did a lot of optimization to make UE5 a more smooth experience. My games have not been too complex, so far I don’t have too much issues, as long as I optimize my assets.

I have been looking at Godot and I’ll probably eventually try it, I know it is a very good option for multiple reasons. But the idea of building from scratch the basics that are already in other engines by default, sounds daunting. It is probably better to learn this way, because you get more insight into how things work together, but I don’t want to jump around engines anymore. I am experienced enough in Unreal by now, so my current goal is to make a proper game with it.

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Not a bad plan, it is a drawback of Godot that you sometimes have to 'make' things work.

I'm getting to the stage with my own dev skills that I can build my own systems, nodes and classes in the Godot engine, and have even extended the engine once or twice simple ways to expedite some parts of my projects.

I wouldn't call myself an expert developer or programmer, ir even an expert in Godot, but each jam and each project helps me improve.

Either route is beneficial and we always can switch to something else. At the end of a day it is not about the engine, so whatever gets the work done.

Yes, jams are quite helpful to understand the scope and how to finish something workable under a deadline. Pet projects can last decades otherwise, if not careful.

Being an expert is not crucial, as long as you can produce something. Unless your goal is to be the expert, not to make games (I mean goal to be hired for the expertise, compared to going indie).