It has been a while.
TL;DR
I switched to Godot 4 and it has it's problems. I took a break but I'm back to working on the game.
DETAILED BREAKDOWN
So at the point of the last devlog, I basically was in the process of designing the next level. But I ran into an issue while doing it. Specifically with the tilemap. I wasn't using auto-tiling for tilemaps so setting up the level felt like I was using an pixel art program that didn't have any other tool but the brush/pencil tool.
I occasionally made mistakes and missed areas while working on it. And it was time consuming. I quickly got tired of it and thought about creating autotile. But for a while I had been hearing about just how great Godot 4's tilemap system was, so I thought "why not give Godot 4 a try".
I didn't port the game. Instead I decided to recreate the whole from scratch in godot 4. You may find that strange but this was good for me. My code needed tons of refactoring anyway.
I was able to recreate it to the point that it looked spot on like the project in godot 3.5.
I went through tutorials on how to set up autotiles and was able to recreate my levels successfully.
Godot 4 is fast! And all the new bells and whistles are a welcome edition.
Unfortunately I ran into problems using control nodes. I don't know if you can tell from the screenshot on the top left. And other editor "glitches" that I have read from github issues, are going to be addressed.
At this point I decided to take a break for while. Partially waiting for godot 4.1 to come out of beta. But also because I kinda need to do this projects from time to time. I can't work on a single project non-step. I get bored and motivation goes away sometimes.
But I'm back from my period of rest and I feel I have renewed energy to once again make more progress on this project. Plus I have learned a ton of new game design tips and tricks that will help me make the game a lot better. So I guess it was a well served rest period.
Anyway, will get back to you soon. Have a good one!
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