Maxim
❔ Monogame or Godot?
Preface: I want to create a large 2D open world game akin to Terraria/Starbound, I started in Unity, never got beyond some meshing, now I see a large opportunity to switch and potentially improve my workflow.
Since Unity crashed and burned - at least from a marketing viability perspective - a lot of discourse surrounding switching to a different engine emerged.
The most obvious choice for Unity devs, which are mostly C# devs, is another engine that supports C#, and a lot of people tend to mention Godot over any other option.
However I discovered Monogame, alongside some others, which not also supports, but is based on a C# environment.
Looking at the workflow and structure, being almost entirely code based, it seemed like a dream engine/framework for me - but the rate of updates, and lack of mentions during this Engine exodus, is worrying me about the long-term viability.
Godot on the other hand supports C#, has extensive documentation, tons of new tutorials and is generally receiving a lot of publicity, giving them a reason to improve.
But then it also has a lot of layers, fixed architecture, patterns and utilities that require re-learning, which are always a bit of a constraint - obviously not a terrible one - but let's just say I'm the type of guy who prefers creating UI with IMGUI rather than using a UI-building tool
Ultimately I know that when creating a game, the engine is merely a means towards that goal.
It is just a huge dilemma for me, when Godot has so many fancy and very convincing toolsets, but Monogame caters to my workflow and production style much more.
So I wonder, any Monogame devs here?
Is it worth starting Monogame now that another equally viable option is receiving such extreme publicity?
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