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I want to develop a game idea I have, would like to know if I can achieve it with Godot before I invest a lot of time into learning Godot.
Most important thing: The game is a FPS style, like minecraft, where the player can place standard sized “blank” blocks (voxels) in a large open world, creating landscapes and simple structures.
THE DIFFERENCE: IN-GAME TEXTURE CREATION
However, all of the textures ON these blocks are ALSO created by the player: by “hitting” the face of any block after it’s been placed, the player can either choose from any texture already available (located in some specified folder in their game directory) OR open a simple in-game painting-program window and draw (and then save to a specified folder for possible future use) a new texture using standard tools like varying thickness pencil, straight line, fill-bucket, erase, import image and select RGB color etc. The image created or selected will only become the texture of the face which was “hit”: so one block could have maximum 6 different textures on it.
In this manner, the player could create a blockworld and then draw on any and every block, combining sculpture and painting.
I started creating my own game engine using Python and then Lua (for better speed), but ran into enough difficulties (especially with cross-platform deployment down the road) to realize I should just find a suitable game engine already made and learn that.
I understand that creating lots of images in-game this way could create problems with storage and rendering, and some limits on maximum number and resolution of images should be set to prevent problems (however, there should still be the possibility for HUNDREDS of custom painted images), BUT…
CAN IT BE DONE USING GODOT?
Is this minecraft + painting mechanic something that Godot could do out of the box? If not, are there any particular plugins that could be used in conjunction with Godot to achieve this?
Thank you and best hopes, forgive the textwall, i tried to keep it as short as possible w/o being rude
edit: moved this to Projects because it seems possibly innappropriately wide/vague for Engine…