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Hi,EDIT: A small video (MEGA) trying out the UI stuff I made...

today a bit different news. I have begun to investigate some engines for the next project and have settled on godot. Mostly because it is lightweight and reasonably close to python.In order to assess its suitability I have started writing a

VN dialogue system (like Renpy) -> Works

a Sandbox Manager with World State, inter-actable screen elements, ... -> Works

necessary GUI elements, popup menus... -> Works

I did this during the last week (the first 2 days I felt like a monkey in the cockpit of a 747...) and slowly see some results. I think I will stick with godot. Attached a few screenshots from my testing. You can see hover hints for inter-actable elements, nice pop up menus, ...

Details to the new project later. It will most likely be rendered in 3D as well (allows me to add some nice animated goodies to the backgrounds...) as well. The Illustration art in the screenshot were just some proto assets I created. I'll experiment for a few more days and then go back to SJX ;)y.v.

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kaalveiten

oh good 3d rendering. For a second I was worried about you using AI art instead. Pretty much all AI art has a schlock sheen to it. good luck with godot!

y.v.

Yeah, I probably use ai for quick concepts and then do the scenes in 3D as usual. Only thing AI might be good for is some matte-paintings in thge far disctance (silhouettes, clouds, ...). Characters will definitely stay 3D, similar design as I have now :)

kaalveiten

I'm glad to hear that the designs will stay similar as well. It's neat and different.

Mr. Cranky

Looks fun. I like it!

Turian

Looks good. Like it! I did have another dev recently quite godot and move to another engine as it apparently was too limited to handle a 2 axis variable system... but idk... just relaying what i heard.

y.v.

thanks for the hint. I think for a sandbox in the number of mini games it is definitely enough. The only point I have second thoughts about is that debugging is extremely difficult with all the parallel blocks of code running at the same time.

Donniels

It did seems like your aspirations were growing bigger than the renpy engine.

y.v.

There are quite a few things that are not possible with the Renpy engine I'm currently using. For example, the idle SIM minigame. Also nicely animated effects in backgrounds and sprites are a little bit easier with a more powerful engine. Hurdle was quite high, but if you have some kind of AI instructor standing behind you explaining your stuff, it is really quicker to pick up. Gemini is the most competent, which I so far tried.

DeedlitdieElfe

You normally see people moving to Unity as of late, I have seen some titles in GoDot, but most are rather simple VN or purely number based games, not sure what your End goal for this is but I am both interested and worried about your choice. The Management games with a complex UI normally abbondened the engine before long

y.v.

godot forces you to atomize your scripts over hundreds of objects. if you are not organized this will go south fast Also a condition for me is the SDK must run on mac os as i hate to work on pcs

VaSh

This is great news! Looking forward to the cool 2D animations and effects you can do with a better engine. So excited :D

VaSh

Slay the Spire was made with Java and Slay the Spire 2 was made in Godot, so I really don't think any limitations of Godot will pose any meaningful restrictions on y.v. They originally changed to Unity for the sequel and then the whole runtime fee policy crap made them change to Godot after 2 years of working on it. If I was going to make a 2D game, I would definitely choose Godot even though I've never used it before and that was true before the Unity runtime fee crap.