A week of progress with Kuiper and Godot. There is not a great deal to show for it, but I am getting to grips with Godot and the Kotlin bindings. I have a basic UI, and I've done various proofs-of-concept to confirm that I can build the various UI elements and behaviours I need for the game. I've had the most difficulty with drag-and-drop - my basic test scenes seem to work, but when integrated in to the main game there are many more niggles and edge cases I have to work out. Although it can be a bit frustrating at times, I am not disheartened yet.
I continue to sketch out and think about the game concepts and how it is to be played. The thinking time is useful. I've also realised that there are some - many - things I don't need to think about just now. For instance, the game map will have a number of connected and disconnected hexagons representing locations in the world where actions can be taken (facilities built, and so on). I wasn't sure how I was going to represent that, then I realised that this can be a future-me problem. For now, all I really need is to show some hexagons in a row or basic grid.
This is one of the advantages of Godot's scene-based approach - you can create stand-alone components, then slot them together over time.
I'm off on holiday for a few days, storms and weather permitting, so there won't be any progress on Kuiper for a while. I am looking forward to some winter sun.
Or not. Storm Éowyn cancelled my flight, and blew down a garden fence.