this post was submitted on 23 Apr 2024
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Before the humble bundle came out, I bought the GameDev.tv "complete" Godot course - I had a good early bird discount since I've used them for Unity.

Over the past few years, I have completed the 2D, 3D, and several of the RPG intermediate courses for unity as well as a Blender course so was super excited for this new one!

And then was super disappointed.

I start with the 2D course every time and this one was...hollow. Super empty. Maybe a quarter of the content as the Unity course with a lot of basic things missing and some really bad practice promoted. I did the whole course on 1.25x speed and still had to skip through a lot of waffle.

I'm now doing courses for free on Youtube and have learnt far, far more.

It really is a shame as I'm a fan of GameDev.tv, but they really missed the mark with the Godot offering.

EDIT: clarity

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[โ€“] CaptDust@sh.itjust.works 2 points 8 months ago* (last edited 8 months ago) (1 children)

I'm curious what details you felt are missing? And what really bad practice did they promote?

I have no experience with their 2D course but I have been enjoying the 2.5D C# course so far. Admittedly I'm only about half way through it so probably too early for a proper opinion, but I've learned a lot about using the engine and C# interactions to build scalable mechanics. Not to say the course is perfect, I've hit some annoying issues I've had to solve myself that apparently didn't effect the instructor but it's more cohesive than anything I've found in public.

[โ€“] astreus@lemmy.ml 5 points 8 months ago* (last edited 8 months ago)

This is a good summary on the forum about it being very surface level for a "Complete 2D course": https://community.gamedev.tv/t/pretty-disappointed-with-the-scope-of-complete-godot-4-game-developer-2d/232289

The Unity courses felt more like an educational experience, taking you through more concepts in a really clear manner where you do feel like you understand what you're doing. There are more projects that are tailored to demonstrate concepts which are clearly outlined and shown why you are writing this code in this manner, potential alternatives (and opinions on which to use) and the logic behind C#. By the last project, I found myself totally customising the platformer. I added a robust weapons system, different enemies, and a scoring system.

The Godot course is much, much shorter and the things the instructor chooses to focus on feels more like basic maths/general logic instead of why you're typing what you're typing. I tried modifying the last project (only 3 projects long and not exactly complex) and simply didn't have the tools to add an effective singleton (which is only ever mentioned once, right at the end, never by name, and only in the context of having continuous music).