Closed JesusMiguel1 closed 1 week ago
great job, here are my improvement requests / suggestions:
cleanliness issues:
|- EnemyGuards
| - EnemyGuard
| - EnemyGuard2
| - ...
i see you found a way to provide a globally accessible reference of the player object using the group feature.
pretty cool, i learned something. (another way is project settings -> globals
, just fyi)
game logic issues ( I will add those as separate issues after the merge):
- how can we prevent that?
- suggestion:
CharacterBody3D->PhysicsBody3d->Axis Lock
- we need a way for level designers to place them freely around the level?
other issues:
- directional light for every guard? it will apply to the whole level ...
- what is this code trying to do? left over test code?
weak_point.gd : func _on_body_entered(body): emit_signal("area_entered", body) # <-- this seems odd to me. print("Body entered: ", body.name)
i will leave it here, i wish i had time to look more closely into the logic of enemy.gd but it seems to work nicely
another suggestion: since you like using debug print statements, in godot you can also use push_error("my error")
and push_warning("...")
good work!
Enemy guard:
TO DO: