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(1 edit) (+2)

oh my god SO MUCH, boss fights, resource gathering, base building, more than 3-4 levels (if you count a tutorial level as a level), more characters, more unit types, an actual conclusive plot, more frames of animation, shading on sprites, shader effects, particle effects, animated cutscenes, so much, so much, my scope could not have creeped higher and it’s a miracle things got finished at all

I have no idea what insanity possessed me at the start of the month, this is not my first rodeo and I knew better but I was convinced that because I knew better I could do things faster. Then I tripped on every hurdle going and learned that your tools can change faster than your knowledge of them can keep up. Godot 4’s typing system leaves so much to be desired still, aghh

(+1)

Godot 4’s typing system, especially as a Python programmer is infuriating. You can’t typehint something as an Array[Superclass], because then it expects all the elements of the array to be of exactly Superclass, not Subclass(Superclass), and that made things so much harder for type safety.

(+1)

it was so disappointing to have to just give up on type safety in cases like that and then awkwardly cast things later, ugghhhh