WHAT'S BEEN YOUR BIGGEST DEVELOPMENT HURDLE SO FAR?
Godot is missing many features you'd never think about until you need them and can't find them. The biggest hurdles for me were not having a deferred rendering pipeline and the animation retargeting thing (something related to rest poses having to be identical T poses and the rest pose fixer not working). I sidestepped those by, uh, giving up. I think the animation thing has since been fixed or there's a workaround, too late for me.
There are other things like lighting or nav meshes not baking at random. It's bizarre sometimes, I don't know.
Right now the most persistently annoying thing is AtlasTextures not allowing for a custom origin point, so the origin is always the middle and I find myself having to leave a lot of empty space around the drawings. Very weird.
Switching to 2D sprites for the characters instead of an active ragdoll system also made the game concept very difficult to implement and I've had to cut it down some. I had to make some concessions with the sprites: When standing, NPC sprites have 8 perspectives to switch between, sides mirrored, so 5 animations. Some animations only have a frontal view, some are missing views from the back, such as melee attack animations. When knocked down or dead, NPC sprites have one view only. This is a little grating for the inconsistency and was a little tricky perspective-wise but it works okay. After all the jankiness of the style is part of its charm.
I'm also making animations reusable with interchangeable sprites. NPC heads, torsos, legs, right hand and weapon are interchangable. This is a massive hassle initially but I figure it will be a boon in the long run. All NPCs will be able to use all weapons the player can use. They will be able to pick them up and use them against the player if he drops them. I'm also planning on adding multiple weapons for most types, such as multiple pistols with different stats using the same animations with the sprites swapped out.
With 3D models all of that would be moot. I like to think the extra effort will always shine through though. I believe players can taste fresh content (i.e. bespoke assets of any kind) even if they can't put their finger on it.
Another hurdle is that drawing animations is unbelievably boring. I remember vividly drawing the last sprite sheet for Slasher's Keep and thinking "I'm never doing this again.", now here I am drawing another million versions of the same guy and planning to do it 5 times over for other guys. I don't really have a remedy for that. Audiobooks help.