migration to godot


someone reminded me godot exists, and i hadn't looked at it since before i started my previous project, at which point it was... a little young and unfinished for my tastes. but taking a lot at it again, i got the impression it would cover just about everything i needed out of an engine, and that it was worth testing out to see if i could get work done more efficiently than kivy! not that i don't love kivy, but, if it cuts down my hours of work and i can still code what i need to code, then i'm not going to say no u.u

anyway, spent two whole evenings porting assets/code over, and i'm mostly done with the migration!i got distracted along the way and started cleaning up some of the other things i was working on while i was at it, but i think for now, unless i run into issues, i'm going to stick with this engine

main updates since the last post:

  • palettes indicate the current selection (with two different styles for light/dark colors)
  • rearranged bits of the ui (probably temporarily until i figure out exactly how many options i have/want)
  • started cleaning up the palettes to make sure to have:
    • a good spread of colors for each recolorable part
    • clean gradients with the correct amount of contrast for each palette
    • not too many colors that clash badly or are too similar

next up:

  • finish cleaning up the palettes
  • link the option/palette selections to the sprite-sprite and not just the portrait
  • clean up the character assets currently available (changed workflow things!)
  • create a couple more character assets
  • split up how markings work so they're mix-and-match also
  • change how markings are applied (currently 50% opacity, want to move to screen/multiply probably?)
  • d-demo? hopefully?

Get SYLVAN MEADOWS (demo 0.1)

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