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Stellar Throne: Porting Progress & Platform Trade-Offs

by MrPhil
stellar-thronedevloggame-developmentgodotzig

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.