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🌈 $5 Tier: [Benedikt][David Martínez Martí]
The process of porting Wyrmsun to Godot unfortunately did not work as well as I had hoped. Though Godot is a great game engine and its existence is a boon to open-source game development, it did not match Wyrmsun's requirements as well as I had originally thought. This necessitated taking a step back and re-evaluating how the future path for the game's development should look like. After much consideration and practical experimentation, I took the decision to keep using the Stratagus engine, while reworking and modernizing it to enhance code quality and productivity. For the UI, the plan is to gradually make use of the Qt Framework to replace the old, brittle Stratagus UI code with an UI based on Qt, which is more flexible and contains more features than Stratagus' inbuilt UI code. A crucial advantage of Qt in this case is that I can use it as a library (which I could not with Godot), and am able to gradually replace the old UI, without needing to do it all at once for it to work. During the last few months, I have done much progress in improving the game's engine. I have posted a new update to Wyrmsun's development branch (accessible through the beta options on Steam), which contains a plethora of improvements, such as a 2x scaled mode (using the xBRZ algorithm), parallel audio loading and a host of other engine changes which may not be immediately perceptible when playing the game, but which are crucial for its further development. I wish a good weekend to you all! -- Andrettin
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