Stellar Throne: Porting Progress & Platform Trade-Offs
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 significant observation: debugging with Godot + Claude introduces a workflow tax. Without direct access to runtime logs, manual screenshots of errors must be provided to Claude — creating friction compared to previous Zig development where the AI could autonomously build, test, and suggest solutions.
Platform Comparison
| Godot | Zig | |-----------|---------| | WebGL and cross-platform support | Streamlined automated debugging | | GUI tools and live UI preview | Claude can build & run tests directly | | Slower iteration requiring manual reloading | |
Despite these trade-offs, optimizing the core pipeline and integrating testing will ultimately justify the switch through rapid deployment and visual editing capabilities.
Next focus: fixing the save/load integration and conducting real-world gameplay testing within the Godot port.