Where We Are


A few weeks ago, Unity made some catastrophically bad business decisions that severely impacted all of its users.  As a result, even though Minerva Labyrinth is reasonably far into development, I have had to seriously reconsider whether releasing it as a Unity application is really the best path forward.

I have been looking into migrating the game to other technologies.  I am currently working with Godot 4.1, which seems to be the best candidate.  My work flow and architecture don't translate one-to-one to Godot, so I have had to make some adjustments, but this is also an opportunity to make some improvements along the way.  If things have to change anyway, I might as well try to change them for the better.

I still consider this an experimental phase, so I am not ready to set anything in stone just yet, but it is going well overall despite some rocky areas.  Attached are a few screenshots of my progress over the past month.  I am focusing entirely on porting systems and interfaces for now; there is no point in migrating content until the core is proven and ready.

Unfortunately, there won't be any new progress on the game while I work this out.  Right now I am leaning towards committing to Godot, but at this point it's hard to estimate how long that will take.

Comments

Log in with itch.io to leave a comment.

(+1)

It's looking good! I'm glad to see that the general dungeon atmosphere has made the transition over. You've got lots of flavor packed into those dreary dark halls and I am 100% here for it all!

(+1)

Thanks - I had some trouble converting the shaders at first since I'm not very good at those, but Godot is more streamlined than Unity in that regard, so it worked out.

(+1)

I speak for myself but it is worth the wait I think. Good to see devs that are keeping to their moral compass

Thanks, I appreciate the encouragement.  It's not a fun spot to be in, but I am sure I will feel a lot better when it's done.