Returning to dev on Super Mansion Quest
After many years away from this project I've returned, hopefully I will get a lot further this time. I decided to switch from Construct 2 to Godot, because Construct has a lot of limitations, a tiny community, and a lack of development. Godot on the other hand is pretty widely used, despite being newer, and since it is code first and based on a variant of Python, programming principles are easier to translate to it. This doesn't mean it is struggle free, but I've managed to learn a lot already. Anway, I've started working on Super Mansion Quest again, since I now have a better idea of what I want the gameplay to be like, I made the decision that instead of having endless rooms, the maps will be contiguous, which means the architecture will also be more logical In order to support this properly I had to come up with a way to transition the camera between spaces and hide rooms when they aren't active, as shown in the gif below. I'm posting more about this on my