This last month, we've been very busy implementing all the logic behind the RPG aspects of Rocksteroids. This is a quite complicated job, we must keep in mind that internally, we work with many variables that interact with each other and we must pay close attention to the changes. Little by little we are moving forward. At the same time we have been making the appropriate changes to our "Docks and Shipyards" screen, reorganizing the information and planning the system of weapons upgrades.

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We continue refactoring the enemies' code. But we are also tweaking the behavior of collisions with asteroids. Now maybe they are too soft. I want them to be more dangerous crashes, and in some ways lethal. We have also thought about dividing the ship's armor, so that one section is in charge of receiving and absorbing combat damage and another part will be in charge of absorbing damage from impact with rocks. Both factors can be improved during the game, by investing the money that the player will earn with the missions.

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These last few days, we have been repairing certain errors that we had in the shooting systems. So that any type of weapon or ammunition can damage or destroy any type of enemy. They are not very attractive or fun things, but before continuing to advance they had to be well codified.
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Hello everyone. During these days we have been busy, trying to load the necessary resources into the backgroud to start and avoid waiting on the main screen. Inserting the typical loading bar. 
We've been fighting with Godot's ResourceLoader and I think now, after several days, we're starting to understand the system.
I sincerely believe that the examples in the manual are not as clear as they should be. 

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Cuando empecé en esto perdí meses buscando la plataforma que se adaptase a mis necesidades.  Hay un montón de motores para programar videojuegos, Unity, Unreal, Game Maker, todas con sus diferentes características, bondades y puntos oscuros.  La mas popular, a juzgar por el número de usuarios, puede que sea Unity, con miles de recursos, tutoriales, videos y una enorme comunidad online a la que recurrir en caso de dudas.  Los descargué e instale casi todos. Pase horas delante de sus interfaces siguiendo tutoriales de youtube. Y al final me decanté por GODOT.

 Me di cuenta que no necesitaba un complejo motor gráfico 3d para hacer lo que tenia en mente. Me gustan los juegos con sabor ‘clasico’, el estilo retro y por supuesto el pixelart y precisamente ese es el punto fuerte de GODOT. (Para ser justos, la nueva versión 4 de Godot avanza de forma brillante en el 3D, convirtiéndose en competidor directo de otros motores.)
Además de ser completamente gratis y Open Source, el motor de GODOT es sorprendentemente ligero (La versión que yo utilizo, la 3.4 pesa poco mas de 75.000 KB). Corre en cualquier máquina aunque no sea demasiado potente. 
 No obstante, el comienzo no fue fácil. La estructura en forma de árbol y la jerarquía de los nodos (y la gran cantidad de los mismos) puede ser un poco confusa al principio. Pero con un poco de esfuerzo y perseverancia logré entender la filosofía de GODOT.

 Por eso, para finalizar, te aconsejo que te estudies muy bien el motor que vas a utilizar, y te quedes con el que mejor se adapte a las necesidades de tu proyecto. La mayoría de veces te darás cuenta que no necesitas las características mas avanzadas para crear un proyecto divertido y original.

 Como ves, a decir verdad, no perdí el tiempo. Ese tiempo me sirvió para poder distinguir que es lo que realmente necesitaba.
 
Traslated Version: When I started in this I lost months looking for the platform that suited my needs. There are a lot of engines to program video games, Unity, Unreal, Game Maker, all with their different characteristics, benefits and dark points. The most popular, judging by the number of users, may be Unity, with thousands of resources, tutorials, videos and a huge online community to turn to in case of doubt. The most advanced seems UNREAL ENGINE. I downloaded and installed almost all of them. Spend hours in front of their interfaces following youtube tutorials. And in the end I opted for GODOT. I realized that I didn't need a complex 3d graphics engine to do what I had in mind. I like games with a 'classic' flavor, the retro style and of course the pixelart and that is precisely the strong point of GODOT. (To be fair, Godot's new version 4 advances brilliantly in 3D, becoming a direct competitor to other engines.) In addition to being completely free and Open Source, the GODOT engine is surprisingly light (the version I use, 3.4, weighs just over 75,000 KB). It runs on any machine even if it is not very powerful. However, the beginning was not easy. The tree-like structure and hierarchy of nodes (and the sheer number of nodes) can be a bit confusing at first. But with a little effort and perseverance I managed to understand the philosophy of GODOT. Therefore, to finish, I advise you to study the engine you are going to use very well, and choose the one that best suits the needs of your project. Most of the time you will realize that you don't need the most advanced features to create a fun and original project. As you can see, to tell the truth, I wasted no time. That time helped me to distinguish what I really needed.  


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