Replies: 2 comments 6 replies
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I absolutely support this idea. A good trade-off could also be to show some sort of check box "remember my selection" or "do not show again" for people who do not care about templates, in case there are reservations about constantly showing a dialog more advanced users won't necessarily care about. Additionally, as part of this dialog, users could maybe even select "popular add-ons" to get started as part of that same dialog. One good example of this in the Java world is Spring Initializr which offers similar capabilities and when starting a new project, users compose their project to their liking before proceeding to actually start using it. |
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Just a small point 😄 A Terrain editor involves the whole workflow of a game: chunk creation, terrain, texturing, foliage, performance, rendering, etc. I wish the devs would understand that, It's make me sad see this part so neglected 😢 |
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Godot already has the concept of templates. But they are aside, on a second tab on the project manager called Asset Library Projects… So a beginner might miss that and go for New Project - also, this is what most tutorials will tell you to do - and the Create New Project dialog does not mention templates.
Thus, I believe, asking the user what template to use should be part of the New Project dialog. Consider for reference the process of creating a new project in Visual Studio which will show templates for different languages, types of projects and platforms. Similarly Unity and Unreal show a small set of templates when creating a new project, including blank.
To be clear, I don't think there is anything wrong with the Asset Library Projects tab. And I believe there is no need to remove it. In fact, if templates were to be added to the New Project dialog as I'm suggesting, that does not mean demo projects should be in New Project too… They can remain in the Asset Library Projects tab.
With more relevance, templates can alleviate the desire to have in core features that could be provided by addons. Because templates would become a way to discover said addons, and also a way to promote said addons. And I would encourage addon developers to make project assets or templates assets to provide examples of their addons, instead of including examples in the addon. But that is another discussion: #4761 (comment)
In particular: a very common request is a 3D terrain editor (e.g #4052 (comment)), which I understand. But I also believe that should be done with addons. Well, we could have templates that come with sets of addons. Then templates for 2D games won't have the 3D terrain editor addon (but the user could still install it afterwards if they want to), but templates for 3D could include it. Addendum: I'm not saying that templates replace a terrain editor. I'm saying putting templates on the Create New Project dialog would surface existing, and to be created, solutions.
By the way, the search of templates could use tags/labels. For the case above 2D or 3D. But also for which languages they use, GDScript or C# or something else.
And of course, templates and addons can be either official or community maintained.
Addendum: I found a proposal: #3029 (comment)
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