Shere Khan: Awww, thanks! You're right - that capacitor display...is just a linear bar. It's the same way it was in the original, but...yeah, could be improved, or at least the art could be made less obvious. If all else fails - I can code in sequential lights..but I'd like to be lazy.
Maslas: I'm a middling coder at best. I can handle about 85% of the shit I need to do on my own, with no issues, and most of that works properly the first time I run it. the remaining 15% I need to ask the internet, and for about 2-3% of the remainder I have no fucking clue. Luckily over 16 years of professional game dev, I've made some *very* smart friends, and they have no issue lernin the dumbass artist.
Pedro: I've done a ton of Unity games - and performance...Honestly? as long as you know what you're doing going in, it's never an issue. Just because unity lets you do something doesn't mean it's the fastest method in the long run. Most times with a little bit of forethought you can bypass most of the biggest issues. Things like using object pools and managers instead of slamming the GC() with data or running update threads on 1000s of objects where you can run one, and have it affect those 1000 objects... little tricks like that make things stupid fast from the get go!
Maslas: Excellent pros and cons for Godot engine - I'm sticking with Unity mostly because it's familiar, and I'm in this project to have fun...the fewer issues I have to slam my face into the more fun I'm going to have.
Quarto's right - I've got no issue with the discussion. I hope to have more to show you guys soon. Trying to work through the radar right now - I've already done the quadrant damage tracking/flashing which was fun.