PLEASE START US OFF BY INTRODUCING YOURSELF:


I'm Thibaud, a french fella, I studied graphic design and other things, but I'm now doing freelance mostly in the game art field doing some modeling, 2D and 3D assets (technical art also)





TELL US ABOUT WILD COSMOS.

In WIld Cosmos you crashed into an unknown asteroid belt. You must explore this alien world, leap between asteroids and find a way to repair your spaceship.




HOW HAS THE DEVELOPMENT JOURNEY BEEN

I started the game mid March when I was really feeling down and wanted to make a small comfort project aside from my pro stuffs, so I came with the idea of a lil dude lost in space. I started from there and scribbled ideas for gameplay and what this little world could be like.




WHICH GAME ENGINE DID YOU CHOOSE AND WHY?


I started using Godot a while back around 2019, but I've started to learn programming by doing web stuff way back so I was not too new to programming. 


Using Godot was an easy choice for me because I'm really into Foss also the software is very light and quick and I needed this kind of easy solution that's fast on my laptop. 




WHAT'S BEEN YOUR BIGGEST DEVELOPMENT HURDLE SO FAR?

For the hurdle, I think the biggest is the way the game operates, firstly it's in 3D and there is no absolute up and down, the math is a bit more involving than what I'm used to make 🫠 

Also the level design feels more complex and I'm still finding new ways to improve the workflow.




ADVICE FOR FELLOW DEVS?

I think I would be better at giving advice to others once I finish the game lol






ANY FINAL THOUGHTS?

Thanks for having me.


-Thibaud

❤️

Wild Cosmos on Steam