As you can see in the image, the bar for completed bugs and tasks is quite large. But it really helped me to track everything. It was important to me that my system in Bloomies was flexible. That way, I wouldn’t have to write new scripts for every new seed, every new egg, every new plant, or every new Bloomie.
I was able to achieve this in Godot using the custom resource system. If I wanted to create a new bloomie, for example, I would have to create the graphics for it, write a line of code (that would be the entry in my database), and create the resource for the bloomie. There, I can set a few things like name, evolution, etc.
And after that, the bloomie would already be integrated into the game. It works the same way for seeds, eggs, and plants. The game dynamically recognizes new things and adds them. For me, that was the main challenge in setting up this system.
Godot is the perfect engine for me. I’ve tried a lot of engines (Rpg Maker, GameMaker, Unity), but it wasn’t until I tried Godot that it really clicked. Listing everything I like about Godot would probably be worth its own interview, so I’ll keep it brief.
Godot has a so-called node system that is very easy to understand and makes it easy for programmers to structure their games. Thanks to the signal system, even beginners can quickly understand how to make objects communicate with each other.
It offers many out-of-the-box settings for 2D games. I also find GDScript super easy to understand and learn. In my opinion, Godot is the best engine for 2D games. Everyone should definitely check it out. It’s also open source, which has many advantages. The Godot community is super helpful, and everyone is really nice. So if you read this, you can get Godot now!

