The month of August is already proving to be a great month for progress in my attempts to upgrade my game from Godot 3 to Godot 4. Until this weekend, the tilemap had been a huge setback for me. Coming into the conversion with only limited understanding of the new tilemap system, I made the mistake of assuming it was similar enough to Godot 3 that I could just create the tilesets, add the terrain, and convert my script to C# and it would work. That was surely a mistaken assumption!
Once I debugged the C# code, I discovered my method of creating a chunk-less map that refreshed the visible tiles for each player movement wasn't going to work the same way in Godot 4 because the method to handle auto-tiling in Godot 4 is slow. Extremely slow! I had to step back and re-think my approach. By the end of the weekend I had the system working again and I am very impressed so far with how smooth the refresh is. I haven't added the trees into the scene yet, but everything looks promising. Already, I can tell this is going to be amazing!
Getting past the tilemap hurdle, I see wide-open highway in front of me. Next on my list is completing the flora system conversion, which is already well underway. Then, I will focus on the inventory system and finally the user interface. Thanks for following along on this project.
Until next time...