Devlog #5: Moving to Godot


Hello everyone!

Quick update on the development front!

I got networking in rather decent shape and started working on some basic base defense mechanics for the game. Developing my own engine for the game has really been a deep dive for game development and it taught me to code in C++ in the meantime which is a major advantage in the future. But, now it has started to feel like beating Legend of Zelda: Ocarina of Time with iron boots. It can be done but it is so slow! The reason is mainly that the development takes place +95% in the code editor. I have only integrated Tiled to my engine to help map creation but that is it. I could start to work on other ways to help import assets and edit entities real time but let’s be real, there are great free alternatives that are just waiting to be downloaded.

So, by popular fashion I started to move my project to Godot and continue my project there. This also enables me to export the project easily for different platforms in the future if I want to.

In the summer I should have a little more time to work on my project so I would like the next update to be a downloadable demo. Take care and bye bye then!

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