brocoli

LD 43

Learning Godot 3

We're learning how to use Godot 3 during this jam!

So far the experience has been way better than I could've hoped for. With only one major exception, Godot is looking to be the best game engine I've ever worked with!

The major exception is the InputEvent system. As far as I've seen, there's no easy way to set the touch focus (no, setting "touch is handled" is not enough). There's also no distinction between the moment of state change and state held, physics colliders handle mouse/touch input in a different way, and all of those things lead to major pains when working with mouse/touch inputs. (Handling multitouch seems nigh impossible too...).

On the other hand, Godot thankfully does not use Box2D for its 2D physics, and it SHOWS (that physics engine is awful, I wonder why so many engines use it).

Sacrificing Ideas for the Greater Good

We're in a team of three, and all of us were already very tired from work and personal life before the jam even began. We wanted to participate though, even if we wouldn't be able to put too much effort into the game, and especially if we could make a game about building, growing and connecting things/people.

So you can imagine how we reacted when the theme was announced, suffice to say we didn't like it all that much ^^v.

To the theme's credit, it's very open, so we went at it. We tried brainstorming a few ideas, but building a game about "Sacrifices must be made" means you can either reference literal sacrifices, or deal with some idea of necessary loss or pain.

So we were very tempted to just bail out of the jam (in fact I've done that (solo) in the past once due to particularly disliking the theme).

However, we also really wanted to participate! So we decided to make a game about the very process of brainstorming we had to go through, of throwing away the half-formed ideas we had when reading the themes at the voting rounds, so that we could join the jam. Because it's worth it =)

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