Love a good tutorial. Thank you for sharing!
comments
maybe not the catching part. More just the turn-based battles.
Gotta catch em all but nukes?

I've got faction maps working! Ignore that Greece, Turkey, and West Germany only joined NATO until around the mid 1950s...and that neither the Warsaw pact nor the Non-Aligned movement existed in 1949...and that the non-aligned movement only includes yugoslavia...
Nice!
GodotCon Boston 2025 by Godot Engine video playlist items with direct links:
- Compositor Effects And You: Unlocking Godot's Potential For Advanced Graphics Techniques – Acerola
- Events Are The Way To Go(dot) – Eric Peterson
- Building cross-platform non-game applications with Godot – HP van Braam – GodotCon2025
- Making Stylized 3D Games In Godot – Shane Denhardt & Kiril Pashev
- Improving Your UI in Godot – Rawb Herb
- Introducing 3D Tiles For Godot –Leonidas Neftalí
- Narrative Design for Solo Devs – Nicholas O'Brien
- HolyOS - making a fake operating system in Godot – Davide Di Staso
- I Make Games On My Phone (And They Actually Work) – Chad Stewart
- State of Godot and the Web – Adam Scott
- The Youtube Crash Course for Game Devs – @stayathomedev
- Adding new Script Languages to Godot – Jeff Ward
- LibGodot - Embed Godot Engine Everywhere – Gergely Kis
- Xogot – Miguel de Icaza
- Enjoyable Game Architecture with Godot & C# – Mark Wilson
- Unit Testing Games - TDD/Godot/GUT – Butch Wesley
- Keeper to Keepers: Adding Multiplayer to Dome Keeper – Chris Ridenour
- Introducing Aspire - Local dev for your full stack made easy – Maddy Montaquila
- Building a Godot Plugin with GDExtension – Scott Doxey
- I Work For Godot, AMA – Emilio Coppola, David Snopek, Adam Scott
- Multiplayer Basics in Godot – Travis Hunter
- Markov Chain with a Shotgun: Open Language Models in Godot – Simon
- Embedding Godot: spicing up your app with SwiftGodotKit and more – Miguel de Icaza
- Lessons from 25+ Game Jams with Godot – Marek Belski
- From Local Networking to Scalable Solutions – JamesClancey
- Custom Resources for global state management – Sam Szuflita
- Time Management in Game Development – Matthew Ponder
- Going Mobile with Godot – Joseph Hill
- Log.gd, a Godot pretty-printer – Russell Matney
- Synths and Sound Design in Godot with Csound – Werner Mendizabal
- Preparing Anime-Style 3D Characters for Godot Using Blender – Jesse (CoderNunk)
- Cross-Disciplinary Collaboration in Godot –Casey Dahlgren, Sarah Nuse
- Using Godot for mixed-reality livestreaming – badcop
- Profiling Godot Engine Games on Android with Arm Performance Studio – Ian Bolton
- Making Operation Outbreak – Andrés Colubri & Harmony Honey Monroe
- The Player to Contributor Pathway – Heather Drolet, Justin Borque
- What’s new in XR & Android – David, Fredia, Logan
- Bringing the Arcade to the Museum with Godot – Annalivia, Tyler
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I have all the individual countries in separate area2ds! I think I have most of the colours right, what do you think? Some parts like Central America I'm not sure about so right now they are the default (255 red).
I've also set the colonies to have "rulers" and their colours will be set to the colour of their ruler.
Currently there aren't any provinces, I might try to do that at some point in time. Probably not though. This game isn't meant to be historically accurate at all, it's going to be a mix of HOI4 and Pokemon with turn-based battles rather than moving the troops on the ground. One goal I have with this game is to make it playable on controller, so moving divisions around wouldn't be fun with that. Pokemon-style turn-based battles were originally designed for a controller, so that's what I'm doing. It will also make my game slightly more unique :D
Yeah, there's a bunch of ways you could do that, including with OSM. Unfortunately, I don't think they, nor most map data providers, have data for the cold war era.
Singleplayer definitely. I'm intending this game to be a weird mix of HOI4, the cold war, and Pokemon.
Awesome job. How are you intending the final experience to be - singleplayer or multiplayer like HOI4? Just curious, no need to promise anything.
Great work so far. Are you doing a provinces system like PDX does? Or just full nations? I want to make a similar game but with the ancient world instead of cold war
I haven't tried, but there's probably an automated way to get countries shapes with openstreetmap https://wiki.openstreetmap.org/wiki/Shapefiles

update: I've made both a tileset and decorations for the Eurus level! It's very fluffy (and surprisingly hairy), but it's a bit two-faced: there's also a bunch of skulls of people Eurus didn't like very much.
I've also added controller button icons (hooray!), so whenever you connect/disconnect a controller (and also on start), the button icon will change (keyboard if there is no controller connected and Xbox, Nintendo, or PS if there is). Pretty sure how I set it up it only looks for first-party controllers and defaults to Xbox layout for third party controllers (e.g. 8BitDo controllers) since it just looks for the words "xbox", "nintendo"/"switch", and "playstation"/"ps". I'll probably make a setting to allow manually setting controller layout.
I do not
Looks great! Do you have a devlog on YouTube or similar?
Note that the parallax background still needs to be changed, right now it’s the same one as the Dionysus levels. I might have the dionysus one replaced too with a better one since it doesn’t look all that good, esp. on a bright screen
It's all right. If you collect enough upgrades it becomes fun! I managed to complete levels 1 and 2, failed at level 3. I'd say the most fun for me was trying to collect all the upgrades at once to watch the screen light up with bullets.
Needs more player feedback: did I just hit that asteroid or did I miss? No idea.
The controls are a bit sluggish.
The color palette could be better.
Overall, good job!
As a very late follow up to this, I was able to combine the tutorial you provided plus this https://github.com/niscolas/nvim-godot/blob/bab4677b1bed9c2d90424dc810e2922e1aff119a/nvim_config/lua/package_manager_config.lua#L377 to get LSP and DAP working perfectly within my setup.
I can launch the game from nvim or from Godot, set breakpoints, use the repl. It all works!
I played it for a few minites. It's pretty good for a first game. You didn't neglect sound, and there's a bit of dialog to add a "story" and a reason for what is going on. The art is nice too.
I think a bit more polish for the projectile impacts would be nice. When I first managed to hit an astroid, nothing happened. Maybe make it flash or add impact particles with a sound so the player knows it had an effect.
I did not like how the ship controlled, but that may just be me. I also wanted to be able to press a button to fire so I could time the shots.
The powerups were good! And having an icon on the screen to indicate which is active was a nice touch. But I would ditch the dark panel behind them. If icon visibility is an issue, then make those icons more visible. Maybe add an outline to the icon themselves.
Keep at it! You're off to a good start!
Post the source code if you want some good tips n people ripping it apart
geojson would do the job.
https://github.com/martynafford/natural-earth-geojson/blob/master/110m/physical/ne_110m_land.json
check out https://youtu.be/sLqXFF8mlEU (the first 15 minutes mainly)
Interesting.
Some of my thinking was also an unsplit svg atlas wouldn't work because the entire tilemap would be re-rendered (unless Godot handles the split). Though I guess even a multi-object/layer approach is probably easy with some sort of grid multi-export (to get individual tiles).
I don't know if it's just the video or texture filtering (or maybe non-integer scaling?) or what but there is a bit of pixel shimmer/wobble there. I am really particular about it so may still prefer 2D or 3D polygons.