So the first time I started working on BBG was in 2006.
No doubt at the time I was trying to bite off more than I could chew coz I wasn't really that good at game deving.
GameMaker Studio was fairly easy to use since it did a lot of complex stuff for you in the form of in-built functions.
Now I switched to godot and have years to sort of understand quite a number of technical stuff in game dev a bit more (especially vector math)
I'm beating around the bush but what I'm trying to say is that, at the time, the game wasn't what I sort of envisioned for it. It was just as good as I could technically make it and thats it. I designed my levels linearly because my brain would overload thinking about the complexities of random-dungeon designs and procedural generation.
As you can see in the GIF above, I'm working on something close to The Binding of Isaac, Enter The Gungeon and also Spelunky. This sort of plays well with the theme of the game (as I see it in my head). Plus, I'm confident that I can make it a lot more repayable now without worrying about linear-layout fatigue (that I get a lot).
But I wont dismiss some of the aspects of the game I was working on initially. There was something fun about fighting in vast open areas. So don't think that room sizes are going to be limited to what is on the GIF.
Anyway, that's all for now. I'm very relaxed working on this project. It feels a lot better to manage it Godot. The design philosophy works so well in managing large and growing projects.
I'm going to learn so so much from this project by the time i'm done. And I feel like I will be able to refactor and do post-optimizations without worrying about things breaking. I'm extremely grateful for the team behind the Godot Engine project.
Okay, until next time.
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