Godot is structured to maximize your team's efficiency. Every member can focus on one part of the game (interactions, graphics, sounds, etc.) without stepping on other members' toes. A particular effort is made to remove the programmers bottleneck.
Our game story will be simple: a bat will be flying but always falling. We need to help it reach the goal by pressing the space bar which help it go up. The problem is that there are obstacles in the city: buildings are a danger to the bat, and incredibly, even clouds. So when the bat hits one of those, it just loses (we could make it so that hitting an obstacle wouldn't kill but just make it fall a bit or lose points, but as a demo we keep it as simple as possible). When an obstacle is successfully passed, a point is added to the score. And it goes on until the bat loses (nobody is immortal but this bat can be, so if you play too well you might die of dehydration before the game stops).
Based on that description, we need some elements:
Now that we have a project, we will need to populate it. In Godot, the main part of it can be summed up as creating scenes, putting them together, making element interact. So, the way we will work here is create a scene for each individual parts:
For that purpose, divide your game in little parts, as little as possible and define how they interact. For example, the game will need a world, which will be composed of several objects including a background and non-players elements, obstacles, enemies, etc.. Each of them may be created as a separate scene, which can themselves be subdivided depending on their complexity. The principle is: do more with less. Which drives to: reuse, reuse, combine.
Our game will lead us to create a scene for each element that we need to manipulate:
Generally we will need scripts to implement basic functionalities in each scene:
Godot relies on the filesystem to organise your assets, and you are free to use any directory layout. Here are a few ideas to guide you:
engine.cfg
(even empty) as a game project,Il y a une erreur de communication avec le serveur Booktype. Nous ne savons pas actuellement où est le problème.
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