In the summer my brother and I started talking about making a game. It is a slow progress conversation and the broad idea is a resource management and automation game (he owns at least one factorio tshirt) where the resources contribute to the growth and upkeep of a magical tree.

I haven't played with Godot much but after that big #imtg refactor I detached enough to be able to put some substantial focus into going through some tutorials and building up my understanding. I was able to make this, which isn't a whole lot, but makes me happy.

I've just released an update to #imtg. It is playable at http://imtg.robsdreamco.com.

Several core systems are significantly improved, primarily in that character attributes are the centre of decision-making and encounter resolution.

It continues to not be fun. There's tons of bugs (players are especially likely to encounter them when moving items around) and no persistence still. It is likely the case that some seeds are not actually winnable and it would be reasonable to assert that the interface not only barely supports core interactions, it actively obfuscates them.

I'm quite pleased with this refactor though. I figured out some important logic and simplified a lot.