I’m in! Again!
And for my second Ludum Dare there are some quite heavy changes to my workflow. In fact I haven’t even used the engine that I’ll work with – but it sure will work out eventually… Right? Right? (*quiet sobbing*).
So again this time I’ll use another engine. I switch from the awesome LibGDX framework to the (hopefully) even more awesome Godot game engine. What’s the reason you might ask. Well see: developing with LibGDX feels really great to me. I like the programming centric development and I’m also pretty fluent in Java – so naturally this framework just works for me. At least that’s what I thought prior to my first Ludum Dare. Then I tried to create a scene which was not tile based (hint: you better not do that with LibGDX – at least at the moment). I tried a few solutions: Overlap2D (abandoned project…), VisEditor (also abandoned atm…), Tiled and R.U.B.E.. Just none of them really worked or felt good to use. So I stood up and I yelled at the sky: “Why! Oh god why do you hate me!”. I ended up pretty much hard coding the coordinates of all my sprites which luckily were not too many to handle it and I swore to me to go out and find a solution which just works. And ideally one which has all tools neatly organised in a single window. That’s how after a long journey of comparing different engines I ended up with Godot which seems to pack alot of awesome features for 2D! I will learn it while developing my game for this Ludum Dare so I expect alot of chaos but it will hopefully turn out well. I wish everyone and especially the first timers the best of luck and I pray that one day we will have a great level editor for LibGDX.
Have fun! Anudin out. – Anudin
Serena