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We love how Godot's scene structure emphasizes getting things done quickly and flexibly. How has Godot helped you advance on your project? Which aspects of Godot do you consider to be its strength? We've struggled a little with harmonizing the asset importation pipelines between Blender, Maya and other 3D tools software, and developing games with very large object counts has made optimizing for speed quite a challenge (though admittedly, that would also be a challenge regardless of what engine we were developing in). It's easy to see why people love to write tutorials and conceptual-proofs, it's so rewarding! Which parts of the game development process did you find the most difficult to apply in your project? This is the time that every little addition feels like a big step and the progress is measured in miles rather than inches. I think most of us agree that the most fun is in the early stages when you're fleshing out the design basis, building the foundations and implementing the basic structure of the game code. Which parts of the game development process did you enjoy the most while working on your project? The node and scene architecture lets us design our games based on what we think makes sense for development, rather than forcing us into how an engine would want us to structure things. Whenever the topic of switching comes up, we look around and it's clear that this free, open-source, incredibly versatile engine meets all our needs and we can't think of a good reason why we would need to.
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Well, we've been using Godot for years and have grown very familiar with every little nook and cranny of the engine. Why did you choose Godot for your project? We published two games with Godot already, Deep Sixed in 2018 and Precipice in 2019. We started with version 2-point-something and have delighted to see the engine grow and mature at the same pace as our own ambitions. We've worked with other engines and frameworks before, but we stumbled upon Godot while actively looking for new game engines to try out with strong Linux support in 2015. How did you discover Godot? When did you start using it? Do you have prior experience with other game engines? The game has lots of FMV, beautiful 3D visuals and represents a huge creative effort over the past two years. Your role is to care for your society, but a growing rebellion threatens to remove you from power. if you can imagine it, there's a good chance that it's hiding somewhere in this game, waiting to be discovered. Anything can happen: meteor strike, a pandemic, a cane-toad infestation, a robot apocalypse. Build roads, factories, nuclear power plants and more, if you can afford it. As President of the People's Republic of Basenji, you must appoint ministers and make sure they stay loyal.
GODOT PARTICLE DESIGNER WINDOWS
We'd love to show off Rogue State Revolution, which will be debuting for Windows and Linux in late February 2021. We're Little Red Dog Games! We're a commercial developer that has been developing deep strategy games with despotic roosters and snarky surveyor probes for almost a decade now. Introduce your studio in a few sentences. Welcome to the first developer interview following the introduction of the new Showcase page! This week, we've interviewed Little Red Dog Games' lead developer Ryan Hewer about their latest project, Rogue State Revolution. Godot Showcase - Little Red Dog Games talk about their experience