this post was submitted on 03 Aug 2023
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What you want to do is actually quite advanced topic. Godot is coming with some build in functionality that you can use Look for navigation mesh
But if you never used a game engine I recommend you start with baby steps and lern how Godot works basically. Try to create a scene, create an object, add a script and try to move it from code... All this stuff.
I would recommend to at least completely the getting started section of the Godot docs this should give a very good overview.
Ew! I thought that would be a rather easy start. :-(
If you don't mind a ton of bloat. Use unreal where you can get started much quicker and see results with an hour. With Godot you'll take a day just to get a basic movement system and interaction system.
What? Creating a nav mesh and copy pasting a script for the agents to move it will also just take a few minutes... It's just that if you want to know what you are doing this will take you longer.
Copying and pasting a script for agents would not really take you a few minutes though, would it? Because you have to actually find that script and really, you should write it or understand how you are enabling it. With unreal you'll do this in the first hour. It's like a few blueprint nodes and you'll get it to happen. With Godot, which I love very much, it's a good portion to set up nav mesh + agent nodes + the script. This assumes you know what you are looking for and what you are doing. In Unreal these things are literally built for you with examples or even just engine code. Out of the gate, you just create a new character, on begin play you tell it to move to and give it the result from "get random reachable point in radius" Which Godot doesn't even have a way to get a random location within a radius in the engine. Much less a reachable one.
Godot is great but it lacks a lot of quick tools and is less newcomer friendly than Unreal in my opinion. If you tried this in Godot you'd hit a lot of snags. One of the major ones I can think of is that the navigation server isn't ready for queries on _ready(). So if you even tried to get a random point and project it to the navmesh you'd get back 0,0,0 using the same methods as above, which in godot also requires more setup like having to setup a navmesh. In Unreal the navmesh is setup and ready from the moment you hit create a new project.
So the point goes to unreal because it comes with a build in library of working copy/past examples?
But still if you want to know what you're doing (which would be required to be able to fine-tune, extent and debug) you need to invest more time so IDK if OP would get much benefits of using Unreal.
A game like this can be done in every engine with similar effort I would say as long as you know what you're doing.