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(+1)

I love the game! I was thinking of developing a very similar game to this one, inspired by Wakfu and Dofus. I was wondering have you open sourced the game? If so it'd be of great value to me to see how you handled some design decisions in the engine and in the code

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Glad you enjoyed it! I've not open sourced this game, but I have covered my tactical architecture pretty in depth on my site and YouTube channel if that's helpful. Doesn't always go into specific code details but does go pretty in-depth about how I've structured things:

https://shaggydev.com/2023/07/04/tactics-engine-devlog/

https://shaggydev.com/2023/09/04/tactics-devlog-ii/ 

(+1)

Thanks, I'll check it out! Is there a particular reason you chose Godot as the engine instead of Unity or Unreal? I'm currently learning the differences between them and I'm curious if you found any disadvantages using the other engines when designing this project. 

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Sure, I've used both of those, plus some others, but the main reason I develop in Godot is that it just "clicked" for me right away, whereas I find the typical Unity workflow less intuitive, but that's a highly subjective thing. Unreal was out because I work in 2D way more than 3D, so a good 2D workflow was more important to me than 3D features, and while Unreal is on a whole other level, Godot has been making big 3D improvements with the 4.x branch so it's definitely a viable choice for 3D as well these days.

All three are great options, and unless you know that there's a specific feature you're looking for (certain programming language, has to offer X out of the box, etc), it's probably worth just trying out each for a bit and see what you like. Maybe do a game jam with each or something?