I am willing to pay for feature implementation, how to go about it? #4298
Replies: 3 comments 19 replies
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Well, first and foremost, you should probably gather blessings from the userbase by proposing it, then the developers should approve it, because Godot is a community effort of volunteers, at heart. |
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Anybody can make a fork, implement a feature or fix a bug, and make a pull request. They don't need anybody's approval or permission. Furthermore, if there is already a proposal or an issue, then it will go in the usual review process, and it might get merged. This means that you don't need anybody approval or blessing to go hire somebody to work on a feature. Heck, it is your money. So you hire a developer, you know, the same way you would hire a developer to work for you, because that is what you would be doing. If you are saying you want Godot to hire somebody to work on your feature… I believe that is a no. You can throw money at Godot (e.g. donations), but that shall not give you power over Godot. It does not mean they will not work on it, but it does not mean they will work on it either. If you prefer to learn how to contribute instead, start with the documentation there is a section on Contributing. Also you can find help via the community sites (go to the official site and click on Community). And by the way, this is not the Q&A site, this space is for discussing proposals. By the way, I suspect you don't really know how hard it is to implement the feature you want. You say "small", but you don't know how to implement it… You say it is "frequently requested", and has nobody step up to implement it? I'm warning you of unexpected challenges. |
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I'm considering contractual work. My areas of expertise and interest are (mostly 2D development):
Some features can be implemented directly in Goost if they match the vision behind the project: goostengine/goost#189. But I'm fine developing features in other ways outside of the project: GDScript plugins, GDNative/GDExtension, C++ modules (I have much greater experience with C++ modules though). 🙂 In the past, I used to contribute to Godot for the sake of learning and experience (and bug fixing of course, whenever I stumbled upon various limitations while working on my game project). Nowadays, I find myself capable of implementing a variety of features, but figured that I can no longer allow myself to work on random things for the sake of it. I may be slow to implement something, but eventually I get things done (again, depending on motivation and previous experience). A lot of things do require learning about the domain, which takes time. That said, you don't need a blessing from the core Godot developers and everything doesn't have to revolve around Godot community exclusively! Me and other interested contributors have already started to build a community around Goost that aims to complement Godot, mostly independent from Godot decisions, which is nice because Godot's development is no longer limited to one decision-making bottleneck. Note: Even though I do have over 5 years contribution and maintenance experience with Godot, I'm not affiliated with the official Godot core developers, please don't interpret my words as official Godot announcement, this may lead to negative consequences for me personally, thanks for understanding. |
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Let's say I want small feature implemented, don't know how to go about it myself but I am willing to pay someone to do it for me.
How do I obtain blessing from the devs?
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