Development report — March 2022 #37
milkyroute
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Long time no see!
As you can see, I’m definitely back! (For real this time). I’m finally starting to understand Godot, and I’ve taken some time to implement a battle system during the last weeks. And it’s finally done, except it’s with horrible placeholders but hey it works!
In the game
The game is now nearly at the level of the C++ version! I’ve only decided to cut off some unimportant features for now (the settings for example, and also maps because it’s less fun for me than programming). So the Alpha 0.2.0 is now released! However, I won’t bother providing an executable until the game is actually playable, at least a bit (the beginning of a scenario, something like that). So I’ll tag all releases as "pre-releases" until then.
In the repo
As a consequence of the godot version having caught up the C++ version, this repository is now the main one! And oh boy I used this fresh new start to do some reorganization. Now, everything to do will be catalogued as issues (something we should have done consistently a while ago). I also like the new project system so we’ll be using it.
I also completely rewrote the CONTRIBUTING.md, so if you want to contribute (or get back to it), go read it (and tell me if there are some mistakes or unclear points).
As you can see by reading this message right now, I’ve also taken some time to organize this new space that is Github Discussions. While the Discord will be dedicated to instantaneous discussions and debates, everything important will have to be done here, since it’s far more clear for new contributors to find information. If there is decisions taken in the Discord server, they will have to be summarized here. However, we won’t give up on the Discord server: to really discuss about something, it’s still the best medium, plus it is nicer to just casually communicate.
In my life
So, it took some time to get back. I had to get out of my intense last two years of studies (classe préparatoire for those who know), and now I still have personal issues and difficulties but seeing how fast we’re going with Godot, I’m more motivated than any time in the last two and a half years to continue OpMon! I don’t think I’ll work like ten hour per week, but I’ll go at my pace, and we’ll see. Still: I’ve been working regularly on it for one / two months now, and I’m still doing it, a sign that I’m now back on track. Not regretting one second having started in C++, I’ve learn a considerable amount of things, a big thanks to the old contributors that hugely helped! But now, it’s time to finally finish the game once and for all, so let’s go with Godot!
Thanks a lot for following the quite unstable but still existing development of OpMon!
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