Author Topic: I always wanted to make my own block building game  (Read 541 times)

Ok I listened to a lot of the replies here. So if I'm going to make this, then I think I'm going to choose Godot as the engine. Why? Because its open source, free, and if something is limiting me or breaks, I can just modify the engine. Another thing is I have read a lot of the engine source code before and its not that hard to figure out what goes on in that engine.

A lot of the games code is going to be first prototype in gdscript, though if there is need for any optimization then c# or GDNative (aka c++), will be used.

Another thing is, modding is the first thing that I'm going to be focused on before anything else. The one thing though I need to decide is what modding language to use which is possibly the most important part. The modding languages I can think about are Lua, Wren(, C#, Dart (, if that can be used for scripting, sandboxed, or can even be embedded at all?)

if youre going with godot then use c# for modding since it already supports c#
gdscript converts pretty well to c# except for the few godot-specific stuff it does like finding nodes with $ shortcut instead of specifying path

my posts are god like

i love raycast normals

I might go with C# as the modding language since its seriously powerful and I can potentially do hot reloading on it. I already attempted to do hot reloading with c# on multiple projects before which I think I loading in c# code working.

Modding is a first priority. Though there is some things I would probably have to blacklist by default like file reading and loading outside of the addon, system stuff, etc... to keep the default addons sandboxed and prevent possible malicious code. Though I might make an option where you can allow an addon to completely do those things in case if your doing something more advanced that require that stuff.

I'm going to open up a discord for this project. I'm not sure if it will go anywhere but at least its worth a try.