Version 0.0.6 – Struggles in Developing My 4X Godot Game

After a weeks-long summer break, I’m finally getting back to you with some hard-fought progress on my Tribes 4X game for Godot.

Why no updates for so long?

It hasn’t been easy these last few weeks. I had almost buried the project, drowning in a sea of obstacles and doubts. There are numerous reasons for this, which I’ll dive into in this post. But, to put it bluntly:

  • Unfun Gameplay: Some gameplay elements just weren’t fun, and I felt stuck, unable to see how to fix them.
  • Learning Curve: Over the past 11 months, my journey with Godot has been an uphill battle. I stumbled through unfamiliar terrain, which unfortunately led to some code mishaps in this project.
  • Competing Passions: Other hobby projects began to lure me away. They were more enjoyable, and after all, this is still a hobby project; it should be about fun, right?

So what’s new, amidst the chaos?

I’ve clawed my way back up:

This is the new settlement graphic
  • Reworked Graphics: The settlement graphics were a battlefield of their own. But now, they fit seamlessly into the game, even sporting animations. The chimneys now puff smoke, adding an atmospheric touch.
  • Female Professions: Despite the ongoing battle for functionality, I’ve managed to add professions for women. The healer and the seer now stand as vital roles within the tribe, reflecting historical accuracy.
  • Satisfaction Insights: I’ve unveiled more information about why characters are content or discontent. This insight can be found in the person’s overview.
  • UI Overhaul: In the midst of adversity, I’ve adopted a more colorful style for the user interface. Food sufficiency is now readily visible without navigating menus, a crucial piece of information.
  • Dynamic World: Bandits no longer masquerade as wolves; they’ve embraced their true identities. The game world is alive with moving objects, adding to the challenge.
  • Progressive Challenge: I’ve reduced the number of objects at the start of each round, adding one with every round to maintain an engaging gameplay loop. This system paves the way for the introduction of special objects.
  • Restoring Balance: Missing water tiles and unsatisfactory hill/rock tiles have been addressed, albeit with room for improvement.
  • Countless Mini-Battles: Amidst the chaos, I’ve valiantly tackled numerous mini-bugs.
A new approach for the hills

So, the game – I think I can say – will certainly not be ready by 01.11. But let’s see how far I can push the boundaries, battling the odds every step of the way.

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