Iterative game design, Godot and the world of small planets

An iterative approach

There are various approaches to organizing game design. I prefer to use an iterative method, or rather the path to the final mechanics and structures through prototyping the core of an incomplete concept, followed by its repeated testing, addition and development. That is, iterations mean not just new layers of improvements, but the very essence of the concept is modified under the influence of the results of its practical application.

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1 - two-dimensional scene of the start screen, 2 - hiding the first scene, attaching the scene of the three-dimensional world and adding a scene-ship inside it, 3 - displaying the scene of the world with the ship nested in it
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1 - collision with the enemy, 2 - erasing the world, 3 - connecting the battle scene, 4 - setting parameters and displaying the battle
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