February 25th, 2025
Alright, I caved.
After attempting to learn Monogame for quite a while, I ended up not having a lot of motivation to create every tool myself right now. While I have a lot of flexibility at Snoozy Kazoo (I mainly focus on business and production, so I donβt work on the game directly too often), and I wanted to really set us up in the future with an open-source engine that we could port easily with, Godotβs toolset is kinda hard to resist.
While porting is going to either be a bit harder or costly, the trade-off is kinda insane. Godot has a very solid editor, one that Iβm already getting very used to, being an ex-Unity nerd. I also adore the Node-based editing, and found that building components that can almost be used as Nodes themselves is a very solid and fun workflow that basically turns the engine into complicated Scratch haha.
It also helps that several Snoozy Kazoo employees have used Godot in the past, or are actively using it for their side-projects, so I can slurp up that collective knowledge which speeds up development of whatever Iβm working on.
That being said, yβall are probably wondering what Iβm working on if not Hobnobbers, and to that I say, subscribe to the Snoozy Kazoo Newsletter to find out haha. Itβs coming sooner than you would probably think, and wonβt cost you a dime.