| Primal Light showcase page |
2021-07-01 00:00:00 +0000 |
Primal Light |
Fat Gem |
https://twitter.com/primallightgame |
July 2020 |
/assets/showcase/primal-light-header.webp |
| /assets/showcase/primal-light-1.webp |
| /assets/showcase/primal-light-2.webp |
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| windows |
| macos |
| linux |
| switch |
| xbox |
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https://store.steampowered.com/app/771420/Primal_Light/?curator_clanid=41324400 |
https://www.nintendo.com/store/products/primal-light-switch/ |
https://www.xbox.com/en-US/games/store/primal-light/9N2XZFRWG6R8 |
| title |
context |
url |
text |
| Why the developer chose Godot |
— Godot Showcase - Primal Light developer interview |
/article/godot-showcase-fat-gem-primal-light |
<p> Godot has a ton of strengths. A few come to mind. First, Godot uses the pixel as the native unit of measurement, which makes it ideal for 2D games. Second, Godot has a much better implementation of coroutines than other engines (and coroutines are a game developer’s best friend). Third, Godot’s signal system provides an out-of-the-box implementation of the observer pattern that is more intuitive that what you have in other engines (for example, using C# events). Finally, Godot has better animation tools than other engines I have worked with. </p> |
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