I'm only halfway into my homemade basil gimlet1 tonight so this can't just be mindless ravings
I really like the GDScript, C#, and C++ offered by Godot. I like the idea of being able to separate out one-off scripts, systems code, and performance intensive code respectively.
Unity gives me the middle ground for everything which is Fine, and Unreal gives me both extremes (with the caveat that I generally hate Blueprint/visual scripting.) Don't even get me started on certain studios' proprietary engines I've worked in where systems is C++ (cool) and scripting is a LISP-like language with no Intellisense-like editor (🥴🥴🥴🥴)
For the game jam I was able to very rapidly prototype code in GDScript, thanks in part to its tight integration to the engine and editor as well as the built in help reference. Now if I want to polish up the game I can move stuff into lower-level languages as needed.
1.2 Home grown basil! Homemade syrup! Now I just need to grow my own limes and distill my own gin....
2. Haha I can do your fancy footnotes too cohost. Who knew I just had to google how html works
