The technology behind Mournhold

Picking the right tech for your game is a major decision. Since I’m naturally curious and love learning, I’ve spent the last few years tinkering with various engines. Big ones, niche ones, and even tried to build my own from scratch.

This wasn’t an easy choice, mostly because, I don’t love any existing engine. Part of me still itches to build a custom engine and use it for all my future games. But you can’t have everything in life, so I settled on Godot.

If I had more than 1-2 hours a day for gamedev, I’d absolutely build my own engine, no hesitation. So why Godot? Few things:

  • I want to finish and release this game relatively quickly, including on mobile (Mournhold might go there too)
  • Open source
  • Godot is decent for 2D and exports to other platforms (like mobile) fairly easily
  • Doesn’t make me wait eons for builds, like Unity when change on line in script

So far, I haven’t felt depressed using it for a larger project, which is a good sign. If I end up regretting this? Oh well, next time, I’ll know to ignore my brain and follow my heart instead.

For pixel art, I use Aseprite, like 90% of devs, probably.