Devlog #1 — Finally Starting My First Godot GameI’ve finally started working on my first 2D pixel art game with Godot. The idea for this game has been in my head for a long time. It’s based on a part of Greek mythology that doesn’t get talked about very often, and I’ve wanted to turn that story into a game for years. But before I could even think about making that game properly, I knew I first had to learn how to make games.Most of my time this week actually wasn’t spent inside Godot. It went into all the background work that people usually don’t see. I spent hours finding, generating, and organizing pixel art assets, making sure they worked well together and were all roughly the same style and scale. I sorted everything into folders for characters, enemies, tilesets, UI, backgrounds, and animations so the project wouldn’t become a mess later on.Learning Godot was honestly harder than I expected. I watched quite a few YouTube tutorials and read different guides, but I always felt like I was just copying what someone else was doing instead of understanding it. What finally helped was Godot’s own Learn to Code with Godot course/app and this one is really hands on . It starts with the basics and slowly introduces GDScript, nodes, scenes, signals, variables, loops, and functions. After working through it, I finally felt like I understood why things worked instead of just memorizing code.Once I felt comfortable enough, I created the project, imported all of my assets, set up the project for pixel-perfect rendering, and gave it a temporary (very goofy) name that will definitely change later. I also built a simple title screen and a basic HUD. One of my favorite moments was getting the menus fully navigable with just the keyboard—it made the game feel like an actual game instead of just a collection of sprites on the screen.This first milestone wasn’t really about gameplay. It was about building a solid starting point and getting familiar with Godot’s workflow. Even though there isn’t much to “play” yet, I learned a lot about how scenes are structured, how nodes fit together, and how everything in Godot connects.Next, I’m moving on to the second milestone, where the real fun begins. The plan is to build the first playable side-scrolling level inspired by games like Dead Cells. I’ll be focusing on the core mechanics player movement, jumping, collisions, animations, camera movement, enemy behavior, combat, and interactions. If I can get those systems feeling good, I’ll have a strong foundation to start building the rest of the game on.
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