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 itch.io/jam/stop-waiting-for-g

Worked out the schedule and a project outline that should work for the 3-day stretch; I'm incorporating the same strategy I used during other strict time commitments, starting each day by open-palm slapping the play button on an anime and doing all the moves (exercycling)

I've personally resolved to not create the project file or any art assets until after the jam's started, but in the meantime I'm doing some preparation by watching this video series and taking notes youtube.com/playlist?list=PLhq

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

Finished the dialogue script for the most ambitious version of the demo I'd like to make, I of course have a Worst Uploadable Version I'll start with that I'll hopefully be able to refine into something with more obvious polish

Oof, this is way more complex than I imagined. I'm learning a lot but I'm also going to have to take my time with this, more than I can afford to spare in a single weekend

Unlike Game Maker (most of HtM's logic was contained in a single invisible object), Godot seems to require you to work through its UI. These tutorials are good at demonstrating its potential, but I need to study how connections are made and turn each one into a cookbook step

This is absolutely a me problem, growing pains from being dragged into the trappings of modern game programming. It'll be worth it

@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

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@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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