hermitcollective-nix-server/sites/sara.objectionable.solutions/projects/going.html

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<script>$(function(){$("#site-header").load("../shared/header.html");});</script>
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<h1>Going</h1>
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<h2>Info</h2>
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<p>Project Type: Solo Godot Game (C++ Modules)</p>
<p>Project Timeframe: Apr 2025 - Jun 2025</p>
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<iframe frameborder="0" src="https://itch.io/embed/3650021?bg_color=222222&amp;fg_color=eeeeee&amp;border_color=363636" width="552" height="167"><a href="https://sg-dev.itch.io/keep-going">(Keep) Going by Sara</a></iframe>
<a class="git-block" href="https://git.objectionable.solutions/Sara/going/src/branch/development/modules/going" target="_blank">
<div class="git-logo"></div><h2>Sara/keep-going</h2>
</a>
<h2>Product Overview</h2>
<p>
A running-platforming game about running and exploring forest. The goal was to translate the way I move while running through a forest into gameplay. With very "manual" actions and a focus on what the game calls a "split-step".
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<h2>Project Overview</h2>
<p>
Originally intended to follow up on Agoraphobia, I ended up redesigning it from scratch after discovering that the parts of Agoraphobia that made it interesting were also fundamentally making it unsalvageable. With this also came a redesigning of the toolchain, from godot-cpp with GDExtension, to a godot engine module based approach. This made developing much easier, and meant that a released build only comes with two files (or even just one depending on export settings).
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