Yep I personally use Bitbucket, a holdover from the days when you couldn't have private repos for free on GitHub, and I just never bothered moving. There's tons of options, but I wanted to keep it simple for people starting off 🙂
Add stuff, commit stuff, push stuff. Like 99% of the time that's all you need to know how to do, especially if you're working alone.
But I think maybe part of the problem is people think it's going to be a lot more complicated than that, and who wants to learn something big and complicated when you're already trying to learn game dev, you know? At least that's my theory.
Ok I've seen the "but I use Google Drive for backups so it's fine" argument a few times from solo devs, but in a team? When you're in a hurry? Argh, nightmare fuel.
I didn't want to mention that in the op because I didn't want to confuse anyone coming into this for the first time, but you're right it can be a problem.
I'd expect (and correct me if I'm wrong here) that by the time someone is running into this issue they're generally going to be experienced enough to know about the basics of version control. But there are options, Git LFS is one, Perforce is another, and some folks self host their own instance of Gitlab to get around repo size limits of sites like Github.
Haha, I won't say this was entirely uninspired by you, but I will say it's come up a lot in conversations I've been a part of lately so you're far from the only one 😅
Git is by far the most popular but I know large studios sometimes go with Perforce because it's apparently better for dealing with extremely large projects. I say "apparently" because as a lowly hobbyist I've managed just fine with Git thus far.
Hah, yes I should maybe have added "soothes irrational fears" to the list somewhere too.
You're right about the sense of closure though! Nothing like finally making a working commit to round off work on a feature, oof, feelsgodman.
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