Thank you for your kind words. If I recall correctly, a post you made mentioned that you also struggle with finishing things, so it's good to know we're not the only ones fighting it. Excited to hear about your upcoming assets. Keep up the good work with that great talent you have. Currently working on an extraction game, it's hard to find good biomes assets, though, especially with Godot Autotile format, if that gives you any asset ideas.
Viewing post in Retro Cybercity Street Characters comments
Yeah! Gamedev (and related pursuits) is hard! We gotta support each other when we can, I think.
As for assets… what kinda biomes we talking? I haven’t worked directly with Godot’s autotile format (I mostly make grid-based tilesets like digital lego I guess) but is there a place I can find out more about that? It might be worthwhile to create some stuff that autotiles but in the past it hasn’t really been great from a time spent vs. client demand standpoint. Things have probably changed as Godot becomes more popular, though!
Here, you can find more about it here, and I don't think you need to modify your assets too much, this allows Godot 4.x users to create terrains which is a super tool for us since allows us to create procedural stuff and more. Is there a best practice template for 2D top-down auto tiling? - Godot Forums
Ah. Cool. I’ve worked on autotiles in the past, specifically for RPGmaker. I wonder how much overlap there is between Godot’s system and that one. Autotiles are interesting. When I started out, a lot of people were using custom maps made with placeable tiles and props and then importing them to engine. Autotiles just didn’t seem all that in demand but I imagine projects that use procedural generation (or folks who need to make a lot of maps quickly) could make great use of them.