Slight hiatus


I've been trying to get a release out every week, or every other week, but there going to be a slightly longer gap between v0.4.3 and whatever comes next (even I can't predict how the build systems is going to number things for me).

v0.4.3 included some significant new UI work, which might not look much to the player but to a lot of effort and frustration to get even nearly right. And the next chunk of work I have lined up includes some more new UI work, and the thought of diving into that was not encouraging. Then at just the right moment, The Algorithm pointed me at one video on refreshing enthusiasm for a big project by stepping away and doing a small project with a defined timebox, and another on switching from Unity to Godot. Given that I've become increasingly unsure why I chose to use Unity over Godot in the first place, there was an obvious thing for me to do.

So I'm working on a silly little thing in Godot, which I'll probably make available on itch.io as a web game. And I've already got my answers as to why I didn't start with Godot, and some of them are pretty questionable. Porting DragonMail over would be a very major task, and not something I'm going to undertake, but I don't think I'll be starting anything new in Unity.

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