Dungeon switching is done.
The vineyard, the dark woods, each now exists as a place you can step into.
The world finally feels connected.
#indiegame#indiedev#ゲーム
Finally refactored the codebase! Reworked how game state is managed and streamlined data flow between real-time logic and delayed rendering.
In one sentence: Present is where you are, future bears your changes, past is what you perceive.
#indiegame#indiedev#ゲーム https://t.co/ZAFI5fLyNW
Godot has await, but no Promise.
Methods can be awaited, yet there is no completion semantics.
This is quite confusing.
The emergent best practice becomes:
await signals, not methods.
That’s not design. That’s survival.
I’m restructuring the project around an MVVM-like pattern in Godot: Nodes act as ViewModels, game state is the Model, and rendering is handled by the engine.
Signals push changes to the state, and the process loop syncs state back to Nodes.
#indiegame#indiedev#ゲーム
Tried a burn-away effect for a consumable card. Looks okay overall, but there’s this tiny “something’s not right” vibe I can’t shake.
#indiegame#indiedev#ゲーム
Here’s an early look at a combat scene. It’s not complete yet, but you can already feel the overall vibe and I’m really happy with how it’s turning out!
#indiegame#indiedev#ゲーム
Huge thanks to Bramwell for the awesome tutorial!
The card glow effect turned out super cool ✨
Video link below 👇
https://t.co/IDOeBi4Oef
#indiegame#indiedev#ゲーム