Progress with Godot
This is just a quick status report of where I am with Godot after about six weeks of work porting from Unity.
Here's a summary of the major components that are done, or close to it:
- Player movement and level geometry, including automapping.
- Character data, including stats, equipment, skills, and status effects.
- Combat is fully functional except for some small visual / GUI details.
- Scripted events such as flavor text, dialogue, combat encounters (both static and random), and game state tracking.
- Most gameplay menus such as status and equipment screens.
- Dungeon features such as spinners, traps, and dark zones.
- Loading and unloading of levels, including starting a new game with a default party. This is basically the structure of the application.
And here's what's left:
- All content, meaning dungeon levels, items, skills, monsters, and so on.
- Character creation.
- Control binding and other options / QoL.
- Saving and loading the game.
- The shop (buying and selling items).
- Audio.
Migrating to Godot is not as straightforward as just copying over all of my C# code, as Godot is fairly different from Unity in some important ways. Isolated C# code can be dropped in fairly easily, while components that interface with the engine sometimes require rethinking.
On the plus side, I am able to use this time and opportunity to improve my architecture. ML in Unity was still using a lot of the game jam code that I wrote in 2020 for MM0. Some things that I implemented sloppily, either out of time constraints or just not knowing better at the time, have been causing me some difficulty in trying to build a more complex and polished game. After working on ML for a few years, I am pretty familiar with those pain points, and have been able to improve on a lot of them without needing to spend a lot of extra time. In some cases, rewriting a feature has probably been faster than trying to port it over one-for-one. Some of this work will help me present a cleaner and more stable experience for players, and it should also pay off in future games as I continue to build on this design.
I am hoping to at least get all functionality implemented by the end of the year. After that, I can start on content; I don't know yet how long that part will take. The Unity version had about 70% of my planned content implemented.
This is obviously a painful and unexpected delay, but I think it will be the right decision in the end. Nothing that has happened with Unity since their initial announcement has made me think otherwise.
Minerva Labyrinth
A dark magical girl dungeon crawler
Status | In development |
Author | Midnight Spire Games |
Genre | Role Playing |
Tags | blobber, Dark Fantasy, Dungeon Crawler, Fantasy, First-Person, magical-girl, Pixel Art, Retro, Singleplayer, Turn-based |
Languages | English |
Accessibility | Configurable controls, Interactive tutorial |
More posts
- Update on Godot Migration43 days ago
- Where We AreOct 21, 2023
- First Gameplay FootageJul 29, 2023
- The Unexpected Hassles of Colorful TextApr 30, 2023
- Building a Dungeon Crawler in Unity - Part IJan 07, 2023
- Bosses, encounters, and other bitsJul 20, 2022
- Brief Progress Update and Designing on PaperJul 04, 2022
- Second DungeonFeb 27, 2022
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