@webfussel Great! I tried implementing such functionalities and found out later that #godot already has it out of the box so I guess the lesson was that when you need something that's common in games it pays to dig around.
Good luck!
@webfussel Great! I tried implementing such functionalities and found out later that #godot already has it out of the box so I guess the lesson was that when you need something that's common in games it pays to dig around.
Good luck!
@IanBadcoe Cards can go well with a turn based game if that's what you had in mind. And they can be implemented in many ways so you have space to innovate and find what works with the rest of the game. Getting to a playable prototype reasonably fast will be really helpful in deciding if you should pivot or keep the card mechanic. Keep us posted as it goes along :)
@webfussel Read about Rigidbody2D, Area2D and Staticbody2D (the docs are pretty informative). Using the right one for the particular case will make your life much easier.
Also, great tip for 2D games - use Y sorting (you can enable it in the editor for any 2D node) Example of what you get:
https://kidscancode.org/godot_recipes/4.x/2d/using_ysort/index.html
@IanBadcoe Ok, i get the idea. Lean into the weird tunnel geometry and it will give a new flavour to the classic deck building recipe. Refining games you like is a good starting point, just be wary not to copy unnecessary mechanics.
If you are coding in C# I strongly recommend you look into #chickensoft - they have fantastic tools that will make your life much easier (I'm not affiliated, just a big fan)
This is a good jumping off point: https://chickensoft.games/blog/game-architecture
@IanBadcoe I didn't read the whole document, but it seems you gave it a lot of thought. There are many great ideas there. If you do the card/turret powerup part right it could really shine. Did you think about it more as a roguelike or a classic level progression game? In any case, start with a basic gameplay loop prototype and you'll quickly get a great feel what mechanics will add depth to the game. And when you need a tester, I'd love to try it out!
@IanBadcoe I can imagine a very fun game based on this premise. I suppose getting the camera to work nicely could be a challenge. But you can inovate the classic lane mechanic so that some enemies travel in a spiral along the inner/outer tube, some in straught lines and so on. You might have a gem here. Did you have any mechanics in mind?
@supernovafiles Yup, happened to me enough times that I started using "a == false"
@jolexxa No problem, but I'm afraid I never made the big jump to being a contributor so far so I'll patiently wait :) I started using the Pool in #godot and had such a fantastic time with the #Chickensoft implementation that I'll surely keep using it and evangelize it to friends. Good job!
@jolexxa Hey! Great work with all of the Chickensoft tools. It's greatly appreciated! I've got a quick random question. Is there a reason why the (fantastic) Pool is inside the Collections.Tests namespace?
@roydbt I assume you want to do scaling once at start so ready would be the best choice since process is called many times every second
@roydbt You can change the window size if you need to by using get_window.size, but you should also use the Window.content_scale_size for further adjusments
@yora based on how resource heavy your game is, if you want that feature you could try having one pathfinding agent for listening where windows are passable and another that treats windows as walls for walking