Again, I stated use whatever toolchain you'd like - it's really the fact that we're not limited to 2MB RAM that matters.
Unity just works for me. Whatever works for you is great. I have never once found the 'Unity-verse' to limit or hamper my creativity or ability to do anything I wanted, and; in fact, have found it more empowering than the dozens of other game IDE's I've worked with in 20+ years of game dev. Since Unity provides me with more than I could possibly need for myself; and I've been using it since I had it on my PowerMac G5 back when that was still a thing - I never foresee myself swapping IDE's for any reason. Especially with a backlog of 10+ years of projects backed up.
Oh don't get me wrong. I love Unity. I'm actually coming out with my first larger scale Unity games next year .But I'm a bit afraid of having all my skills locked into one platform, controlled by a single for-profit company, for my next side project, I really want to use anything else.
Preferably a fully opened source solution like Godot
Can you explain this, you have games planned ?
>Especially with a backlog of 10+ years of projects backed up.
I have an incredibly unique project that I'm honestly very proud of, and very surprised how far I've managed to get with on my own.
For better or worse, that project is going to require a decent budget to organize, as hardware is a big part of some of the subprojects. Unity is at the core of both the interactive and less interactive aspects of the project.
It'll need to be pretty much a full-time gig for 6-9 months to pull off the stability the project will require to be safely scaled to the mammoth size it'll need to be.
Knowing that, I've saved dozens of prototypes over the years which represent different important iterations of the technology, and as technology grows some of those demos and ideas become more or less important.
I expect this year I'll finally have the finances to truly get started on some serious demos with the expectation/assumption that I will actually be going into full-time development shortly after the releases of the demos - I expect the demos to be fairly mind-blowing if executed better than they were able to due to technological and budget limitations, say - 5 years ago; and I've held out on speaking to investors or doing crowdfunding until I absolutely knew everything was there.
Since...well, the main chunk of this project has always been...not a video game - Unity allowed me the environment to create, I guess...something incredibly unique, because it was more of a sandbox to me than a game engine. I'm interested to see where I can take the project when I'm not hampered by the tech.
Make sure to post something here when you have a prototype, I'm not exactly sure what you're building, but anything that's out of the ordinary is always of interest to me.
I'm considering taking off a few months myself to finish my side projects.
I use Unity extensively and adding a PS1 filter to an existing game takes a 15$ asset. The only real downside is your stuck in the Unity verse.
I would absolutely love for Godot to have a robust asset store ( yes paid assets , I've no problem paying for good code ). Let's hope Godot 4 is nice.