Hi!
I tried out Defold for the competition and during the Global Game Jam just recently, and really liked it! I also got acquainted with Sven, Mattias & Ragnar. The former two participated in the game jam as well, and suggested I make a post summing up my experiences so far. There’s more text on the “Downsides”-part, but the things on the “Upside” weigh heavier by far :]
The game me and my team made during the game jam can be found here:
Play in browser: http://csc.kth.se/~jenor/games/totem-defense
Game Jam site: http://globalgamejam.org/2016/games/totem-defense-0
Upsides:
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Really easy to get into. Even without a lot of prior Lua experience, the language and tool is so simple that if you know some basic game design then you can jump right in.
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Hits the sweet-spot between control and simplicity, I think it really has a lot of potential!
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Powerful cross-platform functionality, I haven’t tried iPhone, but it works perfectly on android, mac and windows. Html works pretty well too after the first couple of seconds post-loading.
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A lot of built-in functionalities and architecture, which makes it easy to do things right and harder to mess up.
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Where there are tutorials, the tutorials are great.
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Versioning is simplified, which made our graphic designer happy. The rest of us just used Git as usual.
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A great forum where the Defold devs themselves are providing help and tutorials for using the engine!
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Build times are incredible!
Downsides:
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HTML-build is quite laggy unfortunately, especially at startup. This is true even for the unedited tutorial games.
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Coming from IntelliJ, I’m suffering something like an IDE withdrawal syndrome using Defold. IntelliJ is rather amazing at helping you navigate through your files and methods, while Defold only provides a little in terms of auto-completion. The fact that misspelling a variable doesn’t give you a compile error has been my downfall more than once. Being able to drag and drop would be swell as well. The engine is still young however, and hopefully the new editor will blow these issues away.
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Versioning is simplified, which also made it maybe a little too easy to break the project. During the jam we had two breaking events; The first was when our graphic designer wanted to just pull down the current code, but in doing so also comitted her own image edits which weren’t ready to be commited and as such broke the build. The second was that once the app crashed mid-synchronization, and the result was that folders of data (those with edits presumably) dissappeared from the master branch. That was the story I was told anyway :]
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Since Defold owns the right to its website and all you store there, combined with that unless you do something funky you will in fact store all your data there, that means that Defold can at any time pull the plug on whatever you’re working on. Now I know you won’t do that, but I’ve seen others express concerns regarding doing commercial things using Defold for this very reason.
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It seemed to me that some topics aren’t covered by the tutorial or forums yet, and are quite tricky to resolve on your own. Aliasing for example; we could have used some anti-aliasing in our game but were unsuccessful in resolving this during the jam. Another issue we ran into was that we made shaders for some bushes, but these are not appearing in the html-build. If you download the exe-file from the global game jam site you’ll see them though.
Like I said; more text, but the upsides weigh heavier by far.
Thank you for making an awesome engine!!