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I Didn't Pick Bevy OR Godot | Devlog Ep. 03

In Episode 1, I said Rust with Bevy. In Episode 2, I said everything might change. The engine was one of those things — but the answer wasn't switching. It was realizing I didn't have to choose.

In this episode: why neither Bevy nor Godot works alone for this game, what gdext is and how it lets me write Rust inside Godot, the ECS-in-Godot bridge architecture (what it looks like when a single attack generates eight commands), why I have four stalled game projects and how that shaped this decision, and the milestone rule that keeps the architecture from becoming the project.

What changed since Episode 1: the engine. Bevy → Godot + Rust ECS via gdext. A mediator bridge connects them. ~85-90% of the existing architecture transfers. Shapeshifting transitions are now vulnerable with a hover mechanic. Everything else from the "stable" box in Episode 2 — the mythology, the combat, the shapeshifting, the tone — is exactly the same.

The destination hasn't changed. I just picked the vehicle.

Full devlog playlist: https://www.youtube.com/playlist?list=PLjyVPuB82OuPmCZYN-7Zz4No13ki29ncZ
Follow the project on itch.io: https://chimeradevgames.itch.io/ashes-at-the-crossroads

New episodes every 1-2 weeks.

#AshesAtTheCrossroads #metroidvania #indiedev #gamedev #rustlang #godot #gdext #devlog #ecs #gameengine

Видео I Didn't Pick Bevy OR Godot | Devlog Ep. 03 канала Chimera Dev
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