Today's Godot port made huge strides across core systems:
✅ Phase 3.6: Combat & Military Systems
✅ Phase 3.7: Strategic Layer
✅ Phase 3.8: Advanced Features
✅ Phase 4: UI System
🔧 Phase 5: Integration & Testing (in progress)
One big shift I noticed today: debugging with Godot + Claude introduces a workflow tax. Since Claude can’t see the Godot runtime logs directly, I now have to manually screenshot errors and paste them in. This adds friction compared to my Zig workflow, where Claude could read the logs, compile the project, and even suggest fixes without manual input.
Trade-offs becoming clear:
Godot | Zig |
---|---|
+ WebGL, cross-platform support | + Easier automated debugging |
+ GUI tools and live UI previews | + Claude can build & run tests directly |
- Slower iteration (need to reload manually) | - No built-in deploy pipeline |
- No direct access to logs | - No visual UI editor |
Overall, I still feel optimistic about the switch. Once the core pipeline is smoothed out and testing integrated, the benefits of rapid deployment and visual editing may outweigh the added friction.
Tomorrow I’ll focus on fixing the save/load integration and begin real-world gameplay tests inside the Godot port.