Phazorknight / Cogito

Immersive Sim Template Project for GODOT 4
MIT License
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Create Wieldables template and node type #130

Closed GreenCloversGames closed 6 months ago

GreenCloversGames commented 6 months ago

Hi all,

Having used this awesome add on for a project, I had an issue when I wanted to create my own Wieldable. I was able to resolve these and get the Wieldable working but I could see some ways to improve the pipeline for creating a game.

Firstly, as a Wieldable object needs a certain number of methods, I think there should be a script template in the project. You can see how to do this here - [https://docs.godotengine.org/en/stable/tutorials/scripting/creating_script_templates.html]()

Secondly, to make it easier to implement and to update, I think there should be a Wieldable node that can be used as a base.

Thoughts?

Phazorknight commented 6 months ago

Hey, thanks so much for your feedback.

I actually wasn't aware of script templates, so thanks for pointing those out! Creating a wieldable script template seems like the perfect use case, I'll look into adding that.

ksjfhor commented 6 months ago

I would appreciate this very much as I am struggeling to implement a dart board in the break room right now :)

Phazorknight commented 6 months ago

So I've decided not to implement a script template, as they need to be saved in a specific project folder for godot that for me makes the whole template more unwieldy. But I did create a base class CogitoWieldable that actually includes all necessary functions. So creating a new script that extends CogitoWieldable and overwrites what's needed in there should make creating custom wieldables more approachable.

@ksjfhor Could you let me know what you're struggling with (maybe in a separate issue thread)?