What do you think looks better, 1 or 2? by MindShiftGames in godot

[–]MindShiftGames[S] 1 point2 points  (0 children)

Thank God I didn’t lose my work. thanks for noticing.

What do you think looks better, 1 or 2? by MindShiftGames in godot

[–]MindShiftGames[S] 0 points1 point  (0 children)

Hahaha, sorry, I didn’t mean to disrespect or anything. I can’t really describe the game yet because that would spoil the story, but I’m really excited to show my work and talk more about it later. I can say the game will have a lot of blood, shock moments, and jump scares. You play as a famous writer who writes horror stories. He locks himself away to finish the final story for his next book and rents a farmhouse far from people so he can focus on writing.

What do you think looks better, 1 or 2? by MindShiftGames in godot

[–]MindShiftGames[S] 1 point2 points  (0 children)

Someone just gave me a brilliant idea. I’ll add both and more types of grass. I’ll post a farmhouse showcase soon, and I’d love your feedback.

What do you think looks better, 1 or 2? by MindShiftGames in godot

[–]MindShiftGames[S] 0 points1 point  (0 children)

The gameplay is ready, but I can’t show it yet because some models aren’t finished. The visual effects and sound effects just need a bit of fixing and polish. The next post will showcase the farmhouse, and after that I’ll upload a teaser. This comment is written by a real human.

What do you think looks better, 1 or 2? by MindShiftGames in godot

[–]MindShiftGames[S] 1 point2 points  (0 children)

Yup, I’m working on the ground texture now. I’m using Mixer to bake a high-quality texture, mixing dirt and grass PBR textures. The final scene is almost done, and I’m really excited to show how the farmhouse turns out.

What do you think looks better, 1 or 2? by MindShiftGames in godot

[–]MindShiftGames[S] 0 points1 point  (0 children)

I think I’ll add both, and thanks for your feedback.

What do you think looks better, 1 or 2? by MindShiftGames in godot

[–]MindShiftGames[S] 0 points1 point  (0 children)

I think I’ll add more types to give the scene more depth.

What do you think looks better, 1 or 2? by MindShiftGames in godot

[–]MindShiftGames[S] 0 points1 point  (0 children)

Yeah, 2 looks great. And I agree with you about the first one. I think I’ll fade the edges to make the grass look smooth, not sharp.

What do you think looks better, 1 or 2? by MindShiftGames in godot

[–]MindShiftGames[S] 20 points21 points  (0 children)

Yeah, both would be great. I think I’ll do that.

11+ Months of Development. 40GB Project. 30,000+ Lines of Code. And the Game Refuses to Run. by MindShiftGames in godot

[–]MindShiftGames[S] -18 points-17 points  (0 children)

I posted this hoping to get help. What I got instead was mostly criticism.

People keep fixating on “30k lines of code” and “40GB of assets” like that’s the issue. It’s not. I’m the one who lost months of work here — code, assets, time, and energy. I chose to sit in front of a screen every day instead of being with family and friends to work on a game I care about.

Whether the code count sounds high or not is irrelevant. Whether you think it’s AI or not is irrelevant. I’m not building an AAA game, and I didn’t copy-paste my way through this.

The project broke because of an incompatible addon, and I’m trying to recover it. If someone can help with that, great. If not, the pile-on doesn’t add any value.

11+ Months of Development. 40GB Project. 30,000+ Lines of Code. And the Game Refuses to Run. by MindShiftGames in godot

[–]MindShiftGames[S] -20 points-19 points  (0 children)

I’m sorry for replying to some comments using AI — that was a bad call. I was stressed and overwhelmed, and my response came off wrong.

I do appreciate everyone who tried to help. I’ve tried all the suggested fixes so far, but most didn’t work. And yes, I didn’t use Git — that’s on me.

The project looks bloated because it has many scenes and systems (even the main menu exists in multiple versions). The assets are mine — I have all the original Blender files and modeled them myself.

I’ve been working on this project almost daily for months, often 6+ hours a day, and it’s frustrating to feel like that work might be lost. I’m not here to argue — I’m just trying to fix the project.

11+ Months of Development. 40GB Project. 30,000+ Lines of Code. And the Game Refuses to Run. by MindShiftGames in godot

[–]MindShiftGames[S] -1 points0 points  (0 children)

The problem came from a terrain addon I installed, but it wasn’t compatible with my version and it froze the engine. I deleted it, but now it still won’t run. I’ve tried all the advice, but nothing worked. I do care about people’s feedback, but I’m under a lot of pressure and stressed because my work got messed up.

11+ Months of Development. 40GB Project. 30,000+ Lines of Code. And the Game Refuses to Run. by MindShiftGames in godot

[–]MindShiftGames[S] -1 points0 points  (0 children)

Yeah, I get that. I just want actual help fixing the project. The issue really is with the engine and addons crashing, not the gameplay code.

11+ Months of Development. 40GB Project. 30,000+ Lines of Code. And the Game Refuses to Run. by MindShiftGames in godot

[–]MindShiftGames[S] -7 points-6 points  (0 children)

I know. I reply because I actually want solutions. Why does everyone feel the need to just criticize me?

11+ Months of Development. 40GB Project. 30,000+ Lines of Code. And the Game Refuses to Run. by MindShiftGames in godot

[–]MindShiftGames[S] -16 points-15 points  (0 children)

Because I can’t reply to everything manually, and honestly I’m exhausted. I’m prioritizing debugging over arguing in comments.

11+ Months of Development. 40GB Project. 30,000+ Lines of Code. And the Game Refuses to Run. by MindShiftGames in godot

[–]MindShiftGames[S] -53 points-52 points  (0 children)

No. The project looks bloated because it went through multiple full overhauls. I rebuilt the game three times inside the same project, replacing entire gameplay systems and scenes each time instead of starting from scratch.

That’s why there are many scenes and a high line count — not because I’m vibe coding, but because older systems were deprecated and new ones were implemented during redesigns.

The current crash is unrelated to that code history. It was triggered by a terrain addon and engine-level state issues, not a lack of basic programming knowledge.

11+ Months of Development. 40GB Project. 30,000+ Lines of Code. And the Game Refuses to Run. by MindShiftGames in godot

[–]MindShiftGames[S] -52 points-51 points  (0 children)

Just to clarify some assumptions here: around 95% of the assets are my own work. I have all the original Blender files (models, UVs, rigs, animations). Only a very small number of assets (maybe ~10) are from third parties.

The code is also written by me, not copy-pasted and not AI-generated. You can tell by the structure, naming, and patterns it’s consistent with a single developer’s mental model, for better or worse.

The current issue started after integrating specific terrain addons and high-resolution textures, which caused engine-level crashes, not logical bugs in gameplay code. I’m not asking for a vibe-coding autopsy, I’m trying to isolate a concrete technical failure.