Castle Wars Update 13 - Porting to Godot pt. 1 - Groundwork
By Frank “Weekie” Podraza, Sept. 21, 2024
It’s been a minute since we had an update here. I’ve been really busy recently.
However! I woke up a few weeks ago and decided to try the Godot engine. I had a blast. This video summarizes my thoughts after the first week.
If you don’t care for watching the video. I tried the engine and wanted to see how long it took to replicate the Networked + Split-screen multiplayer setup I had in Unity. It took 3 days. I find Godot easier to work in (and I’ve been using Unity for 10 years).
Following that video I said I was going to work on finishing up some Unity projects (See: Knockback Arena, MetroidvaniASCII). I couldn’t help myself, I immediately started working on porting the game to Godot. Here’s how far I got in a week:
I was able to get a lobby setup and working over either ENet (using IP Address) or Steam (using GodotSteam and SteamMultiplayerPeer). I also got network-synced loading of a map, so the project has a complete lobby cycle (Lobby -> Game -> Lobby…).
There’s a few bugs with it but it’s working pretty well.
I hope y’all enjoy the video! -Frank