@badlogic Great! Thanks for the reply and the info. This is all good to hear, I'll start investigating.
It sounds like you have quite a lot there on your plate. If you're dead set on this project and at least aiming optimistically for that time, I think we'll give it a shot. It's programming, so yeah, let's just say delays are coming. 😃
It would be tight for us, and we'll probably be able to swing back and update some work in six months or so. I'm thinking as long as it doesn't take more than half a year, we may still get some good use out of the runtimes.
Looking at the site video, I think this is what we'll need to be able to keep things compatible and looking good: VIDEO
As long as I can achieve that in Godot, I'll be happy. 🙂
I do like the idea of possibly having bones linked in through some type of CanvasItem nodes, but yes, probably only nice as an option to have, if one wants to trade off performance for some ease of use in the editor's scene tree. Though I'm thinking that may take a bit messing about with the tool scripts, and likely would need an editor plugin depending on your data.
At least with what you're describing, if it has a really strong API and reliably reproduces everything, I imagine it wouldn't be too difficult for many Godot users to write their own tool scripts and plugins to wrap around some of that functionality.
Best wishes to you and your team. Is there anything I can subscribe to for a notification when this is around the corner or hitting the floor?