For the longest time, they were known as the "asset-flip" engine, but as the engine grew in features and technical potential, it was redeemed and is seen as one of the premier engines for game creation. I understand that this would mean that there would be an increase of lower tier thrown together games being released on Godot, but frankly I believe that this would be offset by the large amount of high quality games that would use the assets sparingly, only to supplement the devs larger vision for their game. With paid assets, the barrier could be lowered, leading to a potential massive influx of new devs jumping ship from the other engines, and flocking to Godot. Currently, I believe that the highest barrier of entry when it comes to Godot is understanding that when it comes to assets, the developer will be doing the heavy lifting of creating and implementing these assets into the engine. A reasonably priced asset could do much of the early on heavy lifting.Īnd finally, lowering the barrier to using the engine for beginners. As stated in point 2 of this list, free assets tend to be lacking in polish, and require substantial work to get running. Have an idea for a platformer? Again, a fully featured asset that could be used as a base to further flesh out your game. Have an idea for an FPS game? There could be a fully featured and continuously updated paid asset for that. When I look to the asset stores of unity and unreal, I am filled with envy at what they have available, (and to be honest, it does make me want to switch just to make my own gamedev journey easier.) Allowing the asset developers with the option of porting what they have to an official Godot asset store with the incentive of some extra cash to be made would be beneficial for all parties involved, and they would just have to do minimal porting.Īllowing for easier prototyping/creation of games. Incentivizing the porting of the assets of other asset stores (unreal/unity) to Godot. Of the assets available, much of it is frankly of low quality and not usable without significant alterations, which kind of defeats the point of downloading the assets in the first place, which was not wanting to mess around in blender, or in the uncommented code of a certain script just trying to get it to work correctly. The current state of free assets is pretty abysmal. Rewarding asset creators, and incentivizing the creation of high quality assets for game prototyping/development. Having passive income such as an asset store which is always churning a profit would allow for a more reliable source of income for the devs. It just isn't stable enough long term to reliably hire a group of dedicated devs to work on the project full time. If development ever stalls, or for whatever reason is slower than usual, we can expect a large amount of people dropping their donations via the patreon and any other type of donation system. Although patreon numbers are relatively high, I don't see patreon as a long term source of revenue for the Godot engine. Here are the following reasons I believe Godot, and the developers using Godot would benefit from an assets store that consists of a variety of free and paid assets:įurther funding for Godot, as a percentage taken from each sale of every asset sold on the official store. But wait! Hear me out! And if you finish reading this and still have issues, please do let it be known in the comments below. I know, I know "Godot is all about open source and free, an asset store with paid assets would ruin that!" you comment, as you downvote this post. Of course, I'm talking about an official Godot asset store that includes paid assets.
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