Hello and welcome to the 1st PostMortem.
Dev Time: 1 week = 10hrs (2pm-4pm each day)
Plays: 12
Earnings: $0.00
The purpose of this game was to produce something from start to finish without the aid of a tutorial.
Godot's documentation page has 3 tutorials: -Getting Started -2d Game -3d Game
I had completed the Getting Started and 2d game sections and wanted to attempt to completely code and export the game without following a step-by-step guide. As a part of the challenge, I allowed myself to only use the general documentation page.
I was pleasently surprised at how easily sprites are created and exported/imported from Aseprite to Godot. Setting up the animation sheets went smoothly and Godot's layering system and collider system were very easy to work with.
Overall the experience went smoothly. Signals and scripts "talking" to each other was/is difficult to understand, but I pushed ahead and kept tinkering with it till I was able to get the final result. I think GDscript will definitely get more complicated as the size of the games get larger, but the core principles of colliders colliding, and effects happening "on hit" should cover most things.
The most fun part of the project was making things that deviated from what I had learned in the past. Creating a timer that functions and displays time like a digital clock, (rather than a single number counting down) was difficult. But that was one of the more memorable parts of the development, because I got to dig deep into the documentation and learn how to subtract from the number using delta time, as well as only show to the hundredth decimal place, for it to look like a clock.
Exporting. Godot, for some reason, does not come with the ability to build to html or desktop standalone. One export, I chose the html option (to host on itch.io) and attempted to export, but was missing specific packages to export to anything. It was a few GB download, but after that was researched and downloaded, the build worked wonderfully.
The next game I think will be closer to an RPG, with free movement and the ability to interact with other characters. I think I would like to revisit an idea that was initially a text-adventure about scouring an island for resources to build your boat. I think it would be fun to build a hexgrid, like in a tabletop RPG and "clear" each hex, to build up your ship and your crew.
The idea is forming as I type this, and it sounds really fun. I would like to handle an inventory system, and a health system so not everything is a one-hit kill.
Thank you for taking the time to read, please let me know if there are any additional insights I can provide to help.
Thanks,
-Tyler (Squeegee3D)
MapleHeart Studios
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