4 ms·
Hm, I've been trying to learn godot, but I kinda keep hitting walls I'm not sure how to navigate. I pretty much get the idea, for a simple platformer, you'd bui
by tetha 5y ago
Hm, I've been trying to learn godot, but I kinda keep hitting walls I'm not sure how to navigate. I pretty much get the idea, for a simple platformer, you'd build your enemies, players and level elements as scenes, and then you use godot as a level editor to build your level, instantiating these scenes.
However, I'm seriously struggling to think some different scenarios. For example, how to structure the application in order to have some procedurally generated contents for a level and how to add that into the godot structure.
Or, another thing was I had some situations where it feels like I need to parametrize a packed scene with some other instances of a packed scene. Think of a toolbox filled with tools, which are again instances of other packed scenes. That grew into a really weird monster pushing paths of instances around, but became very unwieldy quickly.
At that point I'm confused if I have a mental block because I'm thinking incorrectly about the problem, or if godot is not a good fit for stuff like that, or if there is a great way to structure this in godot.
Dunno. Somewhat rambling, but maybe someone has some pointers there.
- prox 5y agoYou can make every scene self contained, or have it communicate in a framework (could be signals, could be calling from a scene) You can store data anyway you like, so content can be a file, can be in a database, can be through a c++ extension. Creating a game is often mostly about these choices I found. Whatever engine or language you are using. Maybe Godot just gets you faster to the point where you think about them?
- finder83 5y agoThis guy has some fantastic videos on architecture in Godot. It takes a little more work to go from simple->complex, like using the event system properly, global scripts, etc https://www.youtube.com/watch?v=yRHN_WEulLc https://www.youtube.com/watch?v=yRHN_WEulLc
- krapp 5y agoI recommend anyone interested in Godot watch and preferably follow along with this one - I went through it over a week and so many things in Godot made much more sense at the end. Plus the pattern for referencing child nodes as NodePath exports and just setting them from the editor, rather than hard-coding (and recoding) resource paths, makes UI design much much easier: export(NodePath) onready var Header = get_node(Header) as RichTextLabel Also HeartBeast's action rpg tutorial is a must[0] [0]https://www.youtube.com/watch?v=mAbG8Oi-SvQ&list=PL9FzW-m48fn2SlrW0KoLT4n5egNdX-W9a https://www.youtube.com/watch?v=mAbG8Oi-SvQ&list=PL9FzW-m48f...