The UI is starting to look more like Chrome Heaven, enough to suffice for now. I grew tired of the default capsule and tried to Blender export a downloaded model as .GLTF. There was some error I didn't catch, so I exported as .OBJ for now. Maybe related to my ancient PC or that I'm using Blender 2.83, I'm not sure. Apparently .MTL files can't load in Godot either so no textures for now but whatever. It's not a blue capsule. (Some have mentioned converting mesh to collada (.dae) in Blender... eh.). The lack of my old assets and visuals is getting frustrating, but I'll keep trucking on.
Ta-da. So it begins, my remake of Chrome Heaven's logic system on PC. I held out until now because my 2012 desktop build desperately needs upgrading. This poor old machine won't even launch Unity or render hair particles. Heck even Blender 3.0 isn't compatible, for so long have I resisted the crappy bloatware infested UI nightmare of Windows 10. Nothing new here, I've been dragged kicking and screaming onto new operating systems since XP fell out of fashion.
Following recent controversy around Unity's merge and the mass exodus of people moving on to other game engines, I decided now was the time to familiarize myself with Godot. I don't think it will be my final destination, at least until support and tutorials for 3D games improve, but it feels like a neat little "baby's first scripting experience" if you will. Crucially, it's on PC. While Dreams' visual scripting taught me an invaluable amount, at the end of the day everything is locked into a 1GB save slot on my PS4 harddrive, or worse, at the mercy of an inevitable server shutdown a la Little Big Planet.
So here I am, taking custody of my game. As you can see, the Godot build has... far to go, but I like to think the Test Room I whipped up (pictured above) vaguely resembles the OG Test Room (pictured on the left). I mean it's painfully bare bones but you can see where I'm going with it, right?
There was a record breaking heatwave on my first couple of days, so progress has been slower than I'd prefer. But so far we have...