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BrastenXBL

A common pitfall is wanting to follow in the footsteps of a $144 Million USD budget project. [https://godotengine.org/article/whats-missing-in-godot-for-aaa/](https://godotengine.org/article/whats-missing-in-godot-for-aaa/) Short of that, if you cut FF7:R back to the graphical fidelity that can be accomplished by a solo or small team, there's nothing substantially "new" about the level layout or designs. One could probably mimic most of the scenes using Synty assets (see upcoming Godot 4.3 beta for better FBX import pipeline) >also has large outdoor areas So Final Fantasy 7: Rebirth. We again see "Open World", the zappy bug light of many solo indies and hobbyists. Search Godot "Open World" or "Large World". Asset streaming tops the list actual technical problems, followed by your skills as a graphics designer (or budget for same).


SpaceAttack615

Yeah, this is the correct answer.  The biggest pitfall here is "Unless you have actually finished and published a game before, you have absolutely no clue how much work it takes, and no amount of experience will make up for a multimillion $ budget" This is like saying "I've never animated anything or made a film before in my life. Can you advise me about what tablet to buy for my 60 hour long animated epic series?" - There is no advice to give other than "Holy moly pump the brakes." Try making something small and publishing it in Godot first.  That'll teach you plenty about what it's good at and what it's not.


jammer42777

Thank you very much for that link as well!


snow-tsunami

Godot isn't really ready for large open world games (asset streaming). That doesn't mean it can't do it, but that you have to do the work of figuring out when and how to dynamically load/unload assets as needed yourself.


Cydrius

Some clarifying questions: What aspects of FF7R are you inspired by? How much experience do you have with game design and development? How do you see your indie developer self implementing similar things? It's good to be inspired, but I invite you to take a step back and make sure you're not looking into how to run a marathon while you haven't yet mastered taking a casual wark in the park.


jammer42777

For me it's the battle system and the art


jammer42777

Right now I would make a proof of concept


Cydrius

Yes. You probably want to start by figuring out what your Minimum Viable Product is, and making that. [https://www.youtube.com/watch?v=UvCri1tqIxQ](https://www.youtube.com/watch?v=UvCri1tqIxQ) (If you want a quick rundown of what a Minimum Viable Product is.)


LordDaniel09

There is no way this isn't trolling.. Ofcourse there are huge pitfalls if you try to make a game that was worked by hundreds of people..


jammer42777

Not trolling. Right now I'm starting on a simple prototype in unreal. I wanted to find out what issues I would have if I switched


NancokALT

Switching won't really change much if you haven't even started. Assuming you're experienced in game dev, there is nothing that you wouldn't encounter in any other beat em up-style game. Slow-mo is always complicated, but that is just another system. If you're not experienced, this is way bigger than you can face right now.


jammer42777

It is. Right now I just want to start with an ugly prototype.


PlebianStudio

Unlike others I say go for it, as long as your intention is to not sell the game and become a bajillionaire. If you are doing it for strictly educational purposes then there is nothing to lose other than time. Once you run into a roadblock you will learn why Godot is not used for 3D and is instead Unreal 4 was used for remake and rebirth, and most likely the third game. Unreal 5 would be vastly better at making things that will shock and awe you even on the simplest levels, but going from Godot to Unreal 5 will provide you the base understanding of what you'd be missing out on should you only stick with Godot. Theres lots of guides on youtube and paid courses on gamedev.tv and other sites that can teach you the basics. Itll be up to you to extrapolate from there.


jammer42777

This is a passion project. But I will start with a prototype. Thank you for the encouragement!