Unity is mainly useful since if you're willing to drop a few thousand dollars on assets, plus about 200 hours of your own personal time, you can have a shipable game in a month or so.
Godot looks really neat, but at least with my skill level I need a starter kit to get going on most projects. Then again, I know Godot's gotten a ton of funding lately so we'll see what happens.
Eeeeh, maybe if you're extremely experienced in Unity you can have a shippable game in a month. There's a lot of jank in Unity that is non-obvious to inexperienced Unity users. I don't even mean inexperienced programmers. Between un-/under-documented features, surfing the wave of continuing to use "deprecated" features versus their incomplete replacements, and the general architectural problems baked deep into the core of Unity, it takes a lot of Unity-specific expertise to get a good game together.
It took longer than a month but I have shipped games for Unity before. Nothing groundbreaking, but if you want to make something simple, Unity is pretty easy. Now if you're pushing for a AAA title, are doing something really innovative, it might be a bit harder
There is a dev who specifically works in that area, can’t think of his name right now, but he works on terrains. There is already a free add on for Godot 3.
Unity is mainly useful since if you're willing to drop a few thousand dollars on assets, plus about 200 hours of your own personal time, you can have a shipable game in a month or so.
Godot looks really neat, but at least with my skill level I need a starter kit to get going on most projects. Then again, I know Godot's gotten a ton of funding lately so we'll see what happens.