TheBetterTruth
thebettertruth.bsky.social
TheBetterTruth
@thebettertruth.bsky.social
🎮 Indie game dev |
🎨 3D artist | 📖 Storyteller
I‘d say at least try out all of them - just take look at their interfaces and workflow pipelines, before deciding to learn one more in depth; they‘re good and the only limit is your creativity and dedication. But its important to feel comfortable with your workflow and the interface
December 1, 2025 at 6:31 PM
If you‘d think going towards 3D Unreal Engine is worth learning. (also capable of 2D) IMO more for experienced people/a larger group with people dedicated to their own part, as its interface is VERY extensive and generally forces a more industry-standard game structure, in contrast to the other two
December 1, 2025 at 6:28 PM
Godot‘s nice too, but imo it generally feels a bit more technical than Unity, but offers more (and imo better) stuff for 2D and UI than Unity
December 1, 2025 at 6:25 PM
Well, as said before, Unity‘s pretty good, very customizable and there are plenty of tutorials around. IMO Unity‘s the best option for starting into gamedev, though it is very bare bones - but it‘s UI is very clean and intuitive for solos/beginners
December 1, 2025 at 6:23 PM
Just a few minutes ago, I've scrolled past indie games with physics on character accessoires, real-time mirrors, procedural animations and what not
November 30, 2025 at 8:57 PM
I find it quite funny though; Indie games usually have small-detail features, A++ games don't have. And those small indie games still are more optimized than A++ games.

Every flashy graphic can be optimized, A++ just doesn't bother anymore
November 30, 2025 at 8:55 PM
Me being literally the opposite: 🥲
November 30, 2025 at 8:13 PM
Personally, I try to focus more on linear-ish games and I usually struggle with making "works-enough"-whitebox layouts and tinkering good mechanics - and actually make these mechanics useful. I've got plenty of story ideas, but I struggle converting them to practical gameplay
November 30, 2025 at 7:19 PM
Yeah, I get that - but for me, that high kinda just lasts a few minutes and I hit the point where I just don't know how to continue pretty quick

Might be, because I'm too bad at decision-making and planning stuff 🫠
November 30, 2025 at 1:53 PM
Placing seams and unwrapping is something one can get the hang of pretty quickly, if the topology is good enough

But arranging UV islands on the UV map on the other hand...
November 29, 2025 at 2:06 PM
Honestly, I don't see much of a difference

because both are very beautiful 🫶
November 28, 2025 at 11:31 AM
Better late than never!

UE's pretty "bloated" and resource-hungry anyway :P
November 27, 2025 at 2:01 PM
And I was pretty close to jumping from Unity to UE

Welp...

Godot's nice though
November 27, 2025 at 10:09 AM
Working on a game with "custom" engine, I'm using degrees entirely and only convert to radians when OpenGL wants me to :P (could be bad practice though)
November 23, 2025 at 11:57 PM
And I can just recommend anyone seeing one software superior to the other, to just try out for themselves and built an opnion based on that, not "does feature xyz exist???" or "is shortcut xyz the exact same???"
November 16, 2025 at 6:44 PM
On my "experimentation journey" I've also had my hands on ZBrush, 3DS Max and what not.

It really opens one's eyes. Sure, Autodesk costs money, blender is free; but I, as a full-time blender user, managed to make something I just couldn't do in blender.
November 16, 2025 at 6:30 PM
Reposted by TheBetterTruth
And of course Activision is already doing PR control.
"We us all kinds of AI tools, it just helps the talented people who work for us!!"
Aka we keep laying off people and don't wanna pay them a decent wage so we're using AI because we don't give a fuck

insider-gaming.com/activision-r...
November 16, 2025 at 2:22 AM
I can litereally make almost anything with enough dedication

But when it comes to designing levels... it's over.

End of rant
November 10, 2025 at 10:59 AM