Escape Element

DevLog: GameDev, a Metaphor For Life.

thumbI did some actual gamedev today! Felt good to fiddle around with things but I spent a good deal of time trying something that ultimately didn't end up being worth it.

I'm working in Godot 4.3

I was trying to find a way to change as little as possible on my vehicle scene while being able to swap out the car model for various types.

Wanna drive a sports car? Cool.
An SUV?
Gotchya.
Tractor?
I guess.

But as I thought about all of the things I wanted to be swappable...

It became clear that I was attempting to componentize the majority of the scene. I wasn't going to be saving much, but I was adding complexity.

Feels like a metaphor for life.

The more practical approach will be easier, but now I have to... You know, do it. But with a little bit of luck I'll be able to call the car prototype complete and move on to the level building workflow.

I like the playground level I've been building but I want to try and Get Godot’s 3D gridmap working for the roads. Right now I'm placing each manually.

I suppose I could use a gridmap for placing the buildings as well.

The other goal of the level workflow design is to make sure I'm building with optimization in mind. I learned from my first game jam that it doesn't take long for 3D objects to get weighty. I hope to make this game as light and snappy as I am able.

Wait a minute... Is this a DevLog? Holy Shit! Maybe I'll do that again sometime.

#DD-log #devlog #gamedev #godot