It was time to open Godot, Krita and VSCode to finally create the prototype. I had to repaint Antonio to have separated body parts for the 2D Skeleton in Godot. I never created such animations in Godot, so this was a challenge at first. But honestly the engine is so intuitive that it wasn't hard at all to learn it in a few hours. I wrote some C# code for the movement, linked it with Animation Player and it looked.. odd.

Why? The lighting. Without any lights it looked flat and boring and with full 3D lights it looked odd for me.

So there was again an idea that was never planed - to create a custom shader that acts like a light, but don't just turn objects darker/lighter, but changes two textures based on light position.

Dark spots uses a custom dark texture of the model and lighted parts use a custom texture that is lit. I bet you know that's a lot of work for any element I will do, that's what I thought too. So after spending ten hours drawing two damn textures for a 3D model I revisited the idea and got an idea.

Only objects with many detail will use two textures (dark and lit) and smaller objects (mostly the in motion) will use only a lit texture with darker being calculated in the shader.

I created more objects 2D and 3D to see the result in action - so you can too:

So that's it for now. Before I was writing this there was an idea born that maybe will lead to something even better, but still in my scope to finish this game as a solo developer.