DevLog: GameDev, a Metaphor For Life.
I 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...
- Car types
- Engine & brake sounds
- Lighting
- HUD elements
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.