A major milestone! With additional refactoring, the Big Bang is getting more efficient. In fact, I now have working jumpgates that allow me to move from system to system!
Beware of attempting to inherit a resource within another resource. Godot's caching mechanism means you will not get what you'd get from a more object-oriented standpoint.
After agonizing over the decision, I have refactored my Big Bang code to save the data to Resources rather than JSON. Ultimately, I believe this is the right choice, but now I am on to the more complicated Player data. Hopefully the…
The latest update on my magnum opus (for the nth time). Good news! Things are working as expected! Bad news! If I had to pay a dollar for every dead-end I created for myself, I'd have more debt than the U.S. government.…
Nested resources are a pain when you don't know how to use nested resources. Thankfully, where there's a will(ingness to try something completely different), there's a way!
I have a working example of Godot's custom resources, attached to my earlier movement and minimap test. It's a lot of work! But I am hoping that it'll pay for itself further down the line. #godot #godotengine #gamedev
I have spent the past three weeks slowly searching for information that goes beyond the glut of introductory lessons on Godot. With a few shining stars, I think I'm finally in a good place to start mapping out my approach. #godot #godotengine…
Brain-dump: rather that run the game directly from runtime-created data store, would Godot allow me to create Scenes built from the data, serialized to disk, and loaded on-demand? And what about mutable data that affects the entire game world? #godotengine #gamedev
Now for the hard part: best practices, specifically concerning user interfaces. With Godot's system of scenes and nodes, it should be easy, but it also seems easy to code myself into a dead end and get discouraged. #godotengine #gamedev