Devlog

selecting-cowboys-and-game-log-optimized

I did a deep dive into Godot’s UI framework this week, which is pretty cool, but slightly less intuitive than I hoped for. Coming from a web development background, I have a pretty good grasp of how to layout elements using CSS, but it took some time to understand how Godot handles things and also […]

selecting-cowboys

If you’re looking for a dense, but understandable crash course in Godot, I highly recommend these tutorials by @godotneers. They cover useful things like shaders and how to structure components properly. Painting to Avoid Burnout I’ve been pulling back this month. Instead of coding some nights, I’ve been painting a bit. I am trying to […]

wfc-working-fully-in-godot-with-corners-optimized

Over the past month, I decided to tackle procedurally-generating the world, and have been working on implementing the Wave Function Collapse algorithm. It took several nights to get it working in Game Maker Studio, and I finally ironed out most of the issues I was having. I realized a few things in the process: Moving […]

Meegles Swan

It’s been nearly a month since my last post. During that time, I’ve been working a lot on the game, mostly on assets and learning the ins and outs of Tiled. It’s taken a few days to really get familiar with it, which I wasn’t expecting. There was definitely a lot of scratching my head […]

Weeples Concept Art

I think I have this concept art as far as I want to take it, which, for concept art, probably was overkill, but I figured I’d learn some things while doing it, and it would be good practice for making the real assets. I’m sure I’ll make many tweaks going forward, but it’s a start. […]

Weeples Concept Art - Saloon

I made quite a bit of progress on the concept art tonight, mostly in the saloon and mercantile structures. It’s really cool to see things start to come together! Now time for bed.