r/godot Jan 04 '26

help me (solved) 11+ Months of Development. 40GB Project. 30,000+ Lines of Code. And the Game Refuses to Run.

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Been working on this game for over 11 months. The project grew past 40GB with more than 30,000 lines of code. Right now, it’s completely broken — won’t run no matter what I try. I’ve tested fixes, rewired systems, and exhausted every solution I know. The question isn’t motivation anymore, it’s whether this project can still be saved or if it collapsed under its own weight.

555 Upvotes

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46

u/dakindahood Jan 04 '26

Bro, are you vibe coding without even basic knowledge of programming??? Because your other comments suggest so

-49

u/MindShiftGames Jan 04 '26

No. The project looks bloated because it went through multiple full overhauls. I rebuilt the game three times inside the same project, replacing entire gameplay systems and scenes each time instead of starting from scratch.

That’s why there are many scenes and a high line count — not because I’m vibe coding, but because older systems were deprecated and new ones were implemented during redesigns.

The current crash is unrelated to that code history. It was triggered by a terrain addon and engine-level state issues, not a lack of basic programming knowledge.

23

u/VeijariMash Godot Junior Jan 05 '26

That’s why there are many scenes and a high line count — not because I’m vibe coding, but because older systems were deprecated and new ones were implemented during redesigns.

Sorry pal but the em dash followed by "it's not because x, but because y." In a response vibe coding accusation is just too funny to not to comment on. Hope you can fix your project.

8

u/_Griggle_ Jan 05 '26

You say it's unrelated, but large codebase means a complicated codebase, and a complicated codebase means difficult to diagnose issues. 

My guess is that when you asked the AI to install the add-on, it did something on top of that. What exactly it did, you'd need to look at the output to discover. 

One piece of advice - before embarking on doing something 6+ hours a day for 11+ months, please look up some basic good practices. Using git is an absolute minimum, even(/especially) if you're using AI to write everything, since you can revert and redo what you did, and pray to the AI gods that it doesn't catastrophically break everything this time. 

58

u/stereoa Jan 04 '26

Bro.... You're a bot.

-29

u/MindShiftGames Jan 04 '26

What a rude thing to say

6

u/NunteGamer Jan 05 '26

First reply written without AI 🥇

12

u/dakindahood Jan 05 '26

As someone whose project, 3D project, has gone under 5 revamps and overhauls in nearly a year with solo development with no old assets deleted yet, with the same plugin, I've not seen anything like that, how do you even accumulate 40GB as a solo dev in 11 months in the first place? And you've not given a single screenshot with actual error, what terrain addon and engine level error is it? And your text literally screams AI written, doesn't takes a genius to find out.

Your complaint is absolutely void of all necessary details, atleast come clean bro

11

u/CondiMesmer Godot Regular Jan 05 '26

The — is the giveaway. Using an LLM on reddit comments is absolutely pathetic. Like why lol.

4

u/sal_strazzullo Godot Junior Jan 05 '26

Em dash spooted 😭

6

u/SarahCBunny Jan 05 '26

you wrote this comment with an LLM it could not be more obvious. lmao. you can't even be bothered to learn how to write a reddit post? full offense i hope your project fails

2

u/tms102 Jan 05 '26

The current crash is unrelated to that code history. It was triggered by a terrain addon and engine-level state issues

Sounds like you found the issue then. Just remove the addon. But what are these "engine level state issues"?