I have seen a lot of shitty games created in UE and Unreal. Heck, Gameplay Football has an engine that is written from scratch using OpenGL and SDL.
Choice of game engine is really only a small part of overall game development process, and all of the shortcomings of Godot engine can be removed by contribution to an open source game engine by an experienced programmer. Also, creating a game that would become a poster child of the whole engine puts it in a very good spot regarding first party support from engine developers.
This isn't only question about a monetary part, it is also a question about larger perspective. PES modding community was always heavily reliant upon reverse engineering and hacking of proprietary engines. I've been there and done that. You can also ask nesa24, juce and sxsxsx, they will all confirm how thrilled they were about staring at disassembly for dozens of hours in order to provide you all with a way to change turf length and camera zoom.
With fully open source stack several things are guaranteed:
1) Every aspect of the game and its engine can be modded, since all of the source code is available.
2) Full source code will always be available. Even when there are drastic changes to OS's and hardware are introduced, people will be able to port the entire code-base and use it as they see fit. For example, there is no reason why this game shouldn't be portable to Raspberry PI or to a new version of Windows without some nasty bugs and workarounds (like those we need to use for PES6 ATM).
3) There is no external dependency on a big company, nor its ecosystem, which ensures that project is free to be governed by its community.
When I presented this proposal I have taken into consideration what other modding communities did when they ventured into creating alternative engines for playing their favorite games. Some examples of that are:
1) GTA modding community that created excellent
re3 - engine written from scratch that can run GTA3, GTAVC and GTALCS at the moment.
2) Elder Scrolls modding community that created excellent Morrowind clone called
OpenMW (also written from scratch)
3) Half Life modding community with their excellent
Xash3D engine (written from scratch to be compatible with original GoldSrc engine)
4) Transport Tycoon Deluxe community that released their game
OpenTTD on Steam.
5) RollerCoaster Tycoon community that created
OpenRCT2
Thing that all of those have in common is that they are built using 100% open source stacks.
Thing is that we as a PES community don't need to create something that is binary compatible with original assets, which enables us to reuse some existing game engine. Still, trading all of above-mentioned positive sides for the shiny finish of a commercial engine, and thus turning modding community into pure consumers is something that I'm personally not OK with.
I don't know your technical background so I'll respond based only from what I have read from your posts in this thread.
From what I've been able to discern, your plan was to buy marketplace assets, animation systems and scripts, get someone to link it all using visual programming language and then call it a day. Games that are developed this way are called
Asset Flip games. Not only are those frowned upon by game critics, they are almost unilaterally badly reviewed by users. You can find tens of thousands of them that are created using UE on
Google Play store.
You are right that Godot would be awful for that kind of project, since Godot lacks any sort of support for easy "asset flip" creation. Every bit of code would need to be written from the scratch or ported from Gameplay Football. This would be unfeasible for
script-kiddies, but extremely doable for any group of experienced programmers. That said, porting Gameplay Football to the new engine, with same or better graphics is 100% possible and it is a straight-forward way for this community to have a working game engine with good gameplay in a reasonable time frame.
"Blueprint" is not at all a new idea. I was using similar programming paradigm in Game Maker 6, back in 2005. Eventually every developer there migrated to GML script when faced with increasing complexity of his code-base.
I wish you all of the best with your project idea, although I'm doubtful about its feasibility. I spilled my 2 cents here as my contribution to this discussion, but (as I announced in the original post) I will pursue my idea regardless of these developments.
EDIT:
It is made using
Blunted2 engine which is 3D, not 2D. Original author advised maintainers to move gameplay to some other game engine, since it is already decoupled from the engine logic.