My self-imposed harsh kanji learning schedule (which finally relaxes next week) has my brain figuratively in between the "worryingly warm" and "enveloped in a faint plume of smoke" phases of burnout, but I still really want to enter this game jam https://itch.io/jam/stop-waiting-for-godot
Also, fair warning, the Hit the Motherlode submission was developed in two weeks, this jam is scheduled to last three days, and I am completely out of practice! I'd be surprised if anything I come up with was more substantial than a mildly interactive animated demo
@Lobst I shied away from entering the jam, but your posts did get me looking into Godot, since it seems to tick all my game dev boxes (self-contained, non-commercial, properly powerful). The tutorials are really good, but I definitely felt like I'd left the building into the wilderness when I began trying to do things that the tutorials didn't cover. It's a step change having to use its constructs appropriately rather than the 'update value, draw on screen' directness I'm used to in Pico-8
@moult Same, though I'm coming from less experience; I think it's the intimidation factor of having to learn a multi-frame UI from the outset and the program making so much information immediately available (not a bad thing). Still, I figure with enough repetition I can wear down the pathways I need to take
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