After wrestling once more with Godot's cryptic internal logic, I've finally been able to implement room transition.
I'm happy with how things are shaping up. There's still quite a bit of polishing to be done (especially the character animations) but the result so far is at least playable.
Today I spent some time trying to dial in the difficulty scaling and added a drum beat soundtrack that speeds up as the player progresses.
I'm sure it's something you noticed, but I have to mention it because it disturbs me, lol: The jagged pixel edges on the sprites with non-right angles. The square looks perfect even when it rotates, this is out of place with the constant presence of the pixel edges of the triangle. It's like you're scaling the game up but letting it add the pixels. I would suggest either scaling it 1:1 (so square rotates with jaggies) or using primitives (preferable, everything is perfect). :)
Yes, I know. :)
When I created the shapes I had planned to align the outline with the chessboard pattern that is created when shapes merge. But then I changed the spacing of the chessboard, so that this makes no longer sense.
I will convert the shapes to vector graphics ... but maybe not for the first release.
So settlers now have to chop the trees to build a fire to keep warm. Due to lack of time, a lot less than I thought I might (but that's December for you!), I'm going to have to cut out the cool parts of the game and make it even simpler than I would have liked. New idea is to simply build the houses for the settlers to live in. You get points when a settler moves into a house, and lose them when a settler dies, houses can get full. Another idea is to get bonus points/events when you have 5 of the same card in your hand. I'll finish with something anyway... :)