The post-mortem
(English is not my first language so, sorry)
So, my main takeaway is that you should scope properly. Especially if you starting from 0 because learning, implementing and fixing will allways take a lot of your time.
One week i have to learn what is a Vector2 in Godot and the next i was learning about the AStar algorithym. It did burn me out somewat hard, thanfully i knew how to handle my burnout and i rested for a whole week.
Also, it was only now that the full weight of being a solo developer became evident, i used free assets for almost everything and still i did not have time for music or sound effects.
Its quite hard realizing the 100 diferent minor an big things a game have, and how ignoring some things early on can dificult things. Then again, its my second ever godot game and general (non text-adventure) game.
but yeah, i learned a lot, if i were to write all of what i learned here the deadline would come. This idea was in my head for literal years, and i will continue on this, but the next time il update a proper demo.
Slay the grid (proof of concept)
A proof of concept about a turn-based grid tactical game
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