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The spaghetti is why it's nice to think big when designing content. Amateur or not, you'll do whatever necessary to avoid spaghetti if you have to import 100 equipment items.

After the import, a large part is still OOP. The buildings and buildingeffects are objects inheriting from Godot Resource, just like all the UI elements inherit from Godot Control Nodes. Godot as a whole is object oriented with some compositional stuff. The whole "script" part of buildingeffects/moves/items is functional though. In the end I subscribe to WWP (Whatever Works Programming).

Good luck and where can I buy you a coffee?

Thanks! Unfortunately Itch demonitized me, and I'm having some trouble getting Subscribestar running, so for now you can't buy me anything.

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Well, there's literally   Buy Me a Coffee  which might help.