Edit 05/05/2024:
Current Main Rumble Channel link: https://rumble.com/user/Lethn
Rumble is now my primary content farm, I no longer use Odysee.
I've been reminded by people my links and everything are horribly out of date for my main sticky thread. Hope this helps people keep track of what's going on, this should be a lot neater now. I think I will use the comments page to post new videos and I will use this main thread with the development roadmap list and any relevant major release links like the game itself.
When I edit the main post next I will also remember to post the date so that people know exactly when this was last done at a glance.
Updated roadmap 07/05/2024
Current by the gods 0.1 Development Roadmap:
. Reversing all wood and grain pile animations
. Pick up and drop behaviour for grain and wood piles, as well as trees
. Village storehouse grain/wood pile animation and behaviour
. Individual Housing Slots For Villagers to prep for day/night cycles and sleep mechanics - Complete
. Housed Villager population updating - Complete
. Influence sphere scaling with housed villager count - Complete
. God hand influence sphere behaviour - Complete
. Debugging building mechanics in conjunction with breeding behaviour to make sure there are no conflicts - Complete
. Debug villager wandering behaviour to match scale of individual village influence sphere - Complete
. God hand belief text animation - Complete
. God hand belief behaviour - Complete
. Villager belief, current and required - Complete
. Villager belief collision behaviour for miracles
. Faction colour changes based on village ownership integer - Complete
. Finish and import new god hand model and check accuracy of god hand raycast and collision
. Implement custom population limits per village in order to prevent breakage and performance problems - Complete
. Test basic throwing mechanics to prep for building destruction
. Main menu options ( Keybind, Audio, Video )
. Pick up and drop villagers to change village ownership - Complete
. Pause/Speed Scale - Complete
. Place neutral villages for village capture gameplay
Have you released any finished projects yet? Trying to do two projects at once is a motivation-killer and is a common mistake that new devs make. If you have the time and resources to work on two games at once, go for it, but you may find you've drastically underestimated what that means once you get deep enough.
For what it's worth, I think Totally Not Black and White 3 is a niche that desperately needs filling and a decent game of that type would do quite well. If I were you I'd focus on that. Lionhead really dropped the ball with that franchise and nobody's picked it up. I would, however, be careful about making it too similar. You might run into legal problems down the line. I think if you avoid the whole virtual pet aspect - which I never liked anyway - you'll be fine.
If you want to turn this into a career, unfortunately Unity is by far the best way to do that. Godot has almost no hiring activity and I doubt it ever will. As much as Unity sucks, it's where the money's at. Of course, if you don't care about joining a studio and just want to do your own thing forever, Godot is a fine choice.
I released one very nooby platformer on steam ages ago called Rabbit and the moon that I might re-do and re-release in Godot, it wouldn't take much since it's just a platformer, I'd do that one for free this time around. I completely get your argument about doing too many projects at once and will try to avoid that, but frankly as well I get bored being stuck too much on one thing so it's refreshing to bounce around and try new stuff.
I have actually been smart about that though I think even by the standards of cynical gamers, the projects like Endless Alien Swarm Survival are smaller and I'm being very realistic about the timeframe. I've already got group selection and box selection mechanics all in as well as the basics needed for an RTS. I'm going to be doing art design now and getting that all setup, I also have focus fire mechanics working and will be doing other combat related stuff.
Same deal with the short films, they'll be short short, I'm going to use them as a way of introducing everybody into Space Era Millennium's lore and I think this is all doable. As for by the gods, there's always options that I can code in, so if you don't like the creature system I'll put an option in to not have that if you start a skirmish game or whatever or maybe I'll even have it in the campaign but I'll need to think on that generally. I thought about the legal side of things with by the gods and I'm going to risk it regardless, obviously yes, there's a risk of a potential court case, but at the same time that would be hilarious and only increase my notoriety.
Also, I really want to play a proper god game and an RTS, I'm bored out of my mind anyway with the state the games industry is in lol. I did actually upload By the gods ages ago to that pirate site, but annoyingly megaupload ate my upload and by the gods 0.1 is going to change the game so drastically in a good way though what you currently see is completely out of date. When I have by the gods ready I'm going to upload it as a demo to Itch as that's the most straightforward way.
Oh and fyi, with regards to my engine knowledge, I know C# and GDScript, I also technically know a bit about how to use Unreal. I definitely want to do my own thing though and like you point out that's why Godot is perfect so I'm going to be working my arse of now on all of that. Godot is about future proofing my projects against any outside interference.