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Metheoria has just undergone a massive architectural change! I've transitioned to a robust, resource-based data system and fine-tuned our combat mechanics to ensure a smoother, more engaging experience.

Metheoria by Migidi

What’s New:

  • Successfully migrated hardcoded variables and @export settings into modular .tres resources, ensuring a clean separation between logic and data.
  • Refactored the enemy activation system with a "ghost cleanup" mechanism and dynamic spawning limits, providing a fairer challenge that scales as you play.
  • The level progress bar now dynamically tracks total enemy encounters, giving you a real-time look at how close you are to completing your mission.
  • Resolved several critical inheritance and resource loading errors (including .tscn parse issues and texture dependencies) to ensure the prototype runs reliably across all environments.
  •  Centralized all scene transitions into a unified navigation resource, improving the stability of menu interactions and level loading.

These updates are all about long-term stability. By cleaning up the architecture now, I’m making sure the project stays lean and easy to expand as it gets bigger. Don't worry though, I'm still cooking up some fun stuffs: