Godot is structure to maximize your team's efficiency. Every member can focus on one part of the game (interactions, graphics, sounds...) without stepping on other members' toes. Particular effort is made to remove 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 : building are a danger to bat, and incredibly, even clouds. So when the bat hits one of them, it just looses (we could make it like hitting the ground wouldn’t kill but just make it fall a bit or loose 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 looses (nobody is immortal but this bat can be, so if you play well you might die before).
From 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 sum 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:
In 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 object included a background and non-players element, obstacles, enemies, … each of them may be created as a separate scene, which can themselves be subdivided depending on their complexity. The principles 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 :
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
as a game projectIl y a une erreur de communication avec le serveur Booktype. Nous ne savons pas actuellement où est le problème.
Vous devriez rafraîchir la page.