I watched the Godot video. It looked really easy for the game dev to use, no need for any (written) programming. Magic.
In Defold you have to set up buffers, material metadata data, write shaders (vertex code, fragment code), render code. You need to work out how to get the ‘lights’ to work seamlessly with each other and the rest of the game code. All the different bits tend to be scattered all over the code base. Any changes or additions will require you to completely understand everything you have done so far so you can add in the new bit. The more you add the more confusing, spaghetti like and flaky it can get.
Assets are great and it is superb the time and effort that has gone into them (same with the rest of Defold). Using these jumps you straight to trying to work out how to make it work in your game. Here it is a case of trying to work out interdependencies across the code base. Assets have API’s to go through, however there will be side effects which are complicated and essential to understand how to integrate the asset code into the game code.
So how to create what is in the Video in Defold? I do not know. I am confident that there is much of this that I don’t understand. The Defold team are fantastic so maybe they will magic this up.
If you want a more of a no-code approach then Godot looks like a great choice; dunno I have not used it. I quite like writing code.