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The Greenhouse in the Stars

  • 2 Devlogs
  • 2 Total hours

A space version of a Stardew Valley inspired relaxing botanist game

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Devlog 2: Upgrading Depth and Aesthetics
Project: The Greenhouse In The Stars
Engine: Godot 4 (C#) — Compatibility Mode

I just completed a major refactor of the environment layout and rendering systems to support a much cleaner pixel-art presentation.

What is working:
Migration to TileMapLayer: Swapped out the old multi-layer TileMap system for Godot 4’s new, independent TileMapLayer nodes. Plants and floor tiles now live on separate canvases (FloorLayer and PlantLayer), making it incredibly easy to manage transparency, drop-shadows, and layering logic.

Procedural Floor Generation: Implemented a C# initialization loop that auto-populates a 20x15 arena on launch, meaning I no longer have to manually paint grids in-engine.
Texture Atlas & Variations: Swapped in a clean, sci-fi metallic panel texture. By utilizing Godot’s alternative tile system, the generation script automatically rolls a coin-flip variation for every coordinate, instantly creating a randomized, connected walkway pattern across the biodome floor.
Crisp Pixel Art Scaling: Configured the base project viewport and canvas stretch rules. The game now launches in a sharp, retro low-resolution layout that automatically scales up cleanly to fullscreen without blurring the textures.

Next Steps:
With the procedural floor grid fully functional, the next phase is tracking player placement constraints on the new node layout and preparing the base C# data profiles for real-world planet data tracking.

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I wanted to build a space management game that blends a relaxed aesthetic with mechanical depth. I managed to go from a blank project folder to a functional, visual simulation loop in under an hour.
What is working:
The Gas Equilibrium Loop: The game handles real-time atmospheric math in C#. The biodome constantly leaks pressure into the harsh exoplanet void, pulling the interior stats toward a toxic environment.
Photosynthetic Balance: Active plants consume ambient CO2 and convert it into oxygen over time. If CO2 drops to zero, the crops stop producing.
Grid System: I set up a TileMap layer that tracks the mouse cursor, converts pixel inputs into exact grid coordinates, and prevents duplicate planting on the same cell.
The Result:
Clicking on the greenhouse floor stamps down a placeholder sprout tile at that intersection.
The script tracks the placement, updates the plant count, and shifts the gas metrics instantly.
Next Steps:
Now that the baseline grid and equations are locked down, the next phase is moving away from placeholder textures. I am going to create clean pixel art assets and set up planet profiles based on real NASA Exoplanet Archive data.

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