Devlog #2 (Charm Bears)
June was a month filled with changes and progress. The biggest change was moving from Ren'py to Godot.
Now, don't get me wrong. I love Ren'py. Up until this point almost all my games have been created in Ren'py but I was struggling to get Ren'py and its Python magicbending to work for me. At one point, I realize that while Ren'py is a great engine I was asking it to do too much. I've been eyeing Godot for a long time. I love that it was lightweight (I'm working on an old intel Mac) and that it was open source. Over the past few years it has been growing rapidly and now there are a ton more tutorials, so I made the leap.
There is a learning curve but it isn't too heard to learn and by the end of the month I was on my way to making a drag and drop system and best of all I feel more confident in what I'm doing.
The drag of my drag and drop system.
Switching game engines is definitely going to delay my personal production timeline but it won't get in the way of the major deadlines I'm shooting for, namely Feb Nextfest and hopefully a Summer release in 2027. Still you never know what pitfalls might appear. Besides that, I'm still preparing to release an interactive fiction (IF) game. It's an horror IF set duing the zombie apocalypse called Starving. I wrote an opening for it but might rework it.
I've had a patreon from when I was posting stories on RoyalRoad so I switched it to accomodate for Starving and game dev stuff. Right now, I'm not promoting it since I just made the switch and really want to have content (and an audience) first. Mainly, my biggest concern is deciding what engine to use to program Starving in. For IF games, Choice and Twine are the usual contenders but I'm leaning towards using Godot, mainly because it'll be a good learning experience and help me get used to the game engine.
And that's enough rambling for now. I'll be back to update again next month.













