Forging Ahead: Refactoring Cobblestone Legacy
I’m hard at work re-factoring the entire game world in C++ with GDExtension. This overhaul isn’t just about cleaner architecture—it’s about unlocking the performance and flexibility the project needs to truly come alive. I’m especially looking forward to rebuilding the world on top of this new foundation and seeing my kids dive back in, testing the new systems firsthand and experiencing the performance gains for themselves. Refactoring at this scope is how we keep Cobblestone Legacy positioned as a flagship example of a large scale Godot project built on C++.
I’m still a couple of months away from internal family playtests, but the progress has me hopeful for the project’s future. The idea of sitting back and watching my kids plot heists, trade supplies, and laugh their way through emergent chaos on the new systems keeps me motivated through the long refactor sessions.
In parallel with development, I also took a big step on the business side of things: last week I officially founded Emergent Realms Incorporated. That meant handling everything from registering for tax status to opening bank accounts and filing the paperwork that will support Cobblestone Legacy as it grows. At this point, I’m just waiting on a couple of final documents before creating the Steam Workshop page. It’s surreal to see this project grow from a family hobby into something with a real company standing behind it.