News! #2


Hey, quick update.

I’ve been quiet for a few days, but I’ve been thinking a lot about the direction of the game.

Long story short: I realised I was over-engineering things way too early. Procedural terrain and heavy engine features were cool, but they were slowing everything down.

I’m now experimenting with a custom engine instead of Godot (which was the engine I was using). This might not be the final choice, but I want to see how far I can push it and what kind of control it gives me.

The game itself is also shifting a bit:

Added

  • Custom game engine (formerly Godot)

  • More long-term concepts and planning

Removed

  • Procedural terrain (switching to a prebuilt map)

  • Shaders (for now)

Updates may be slower for a bit, but this should make development smoother in the long run.

If you have any ideas/enquiries, contact me through Discord: alexmakescoolgames

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