9 Nov, ’24

Hello Again, Godot

by Cal

In an unsurprising but disappointing move, I'm already back to making games in Godot. Why? Well, it turns out that even though Godot is less fun, less typing, and more clicking, it's also... faster. A lot faster. Not in performance, mind, in development speed.

For me, working basically on my own in my limited free time, that is (unfortunately) a top-priority consideration. So I guess it's back to focusing on Godot with me - at least on the graphical games front.

In a more positive-feeling spin on that particular decision point, SpacetimeDB is approaching its official release! That's the game server/engine/backend that I've been following for some time, now, and working on learning, and which I hope to use to actually make developing my own small MMORPG viable. And once it's released - well, at some point after it's released - they're going to be putting together a propert Godot SDK, at which point it's going to be FULL STEAM AHEAD.

Which means, it is high time for me to start working on the fundamentals of the client. Which means going back to Godot anyway. So I guess from that perspective, this is all great news.

The timing is all so very... coincidental, in an amusing sort of way. All within about a week of each other:

I feel a bit like the universe is telling me "hey, you want to make an MMO, right? NOW'S THE TIME." Which, well, I wasn't originally intending to make a "cozy" MMO, exactly, but as soon as I thought about it, I realized that I really should dig down hard into that angle of my design plans, rather than migrating more in the direction of typical combat-focused MMORPG play (which I didn't really want to do at all but was indeed considering).

So it looks like I've got my path set out for me, here; it's finally time to start walking it.