The-Godot-Jamers / Ludam-Dare-41-Forums

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Project structure #5

Open Plopsiskopsis opened 6 years ago

Plopsiskopsis commented 6 years ago

Or how we would like to structure the game?

First id like to have a scene for splashscreen or something. Go thru that and move on to the main scene.

I like to structure my games something like this. Well depending on the game im making.

-Main (node) "handles simple stuff like quitting the game/opening menus/debug layers" --Levels (node/node2d) "instances levels, also can have some level creation/generation code" ---whatever the levels need for nodes transitions etc.
--Player (node2d here "This could be also child of levels/level but i usually like to keep the player separate" ---whatever goes under the player kinematic/rigid/animation/sprites etc as needed. --UI ---Basic ui for the game ---Menu ---Debug layer

Under all those a heap of nodes. Or if needed a inherited/instanced scenes so we can work on them separately without meddling in others stuff. I also like to start with lots of actions mapped to number keys etc to hide/unhide different debug layers.

Please comment.

AlexHolly commented 6 years ago

Godot version: https://github.com/GodotBuilder/godot-builds/releases/tag/3.0_20180303-1 Folder structure

addons sounds sprites objects

main.tscn main.gd

.gitignore

# Godot-specific ignores
.import/
export.cfg
export_presets.cfg
securas commented 6 years ago

@Plopsiskopsis Do you have the player as a child of the levels, reloading again for each level or as a child of the main, existing forever? I usually prefer the former as it allows easy interaction with level stuff. Both are cool though.

This looks like the structure for an action game... Is that settled by now?

@AlexHolly Is that a stable Godot release? I would really not like to run into unexpected bugs last minute. Please don't don't remove the export.cfg and the export_presets.cfg from git since it's important that everyone is able to export with the same configs.

to everyone... What's the UI? Is it the same as the HUD?

AlexHolly commented 6 years ago

It should be the recent stable release on the main page 3.0.2 is from released Mar 4, 2018

As long as we work with 3.0 it should be fin anyway.

Plopsiskopsis commented 6 years ago

This looks like the structure for an action game... Is that settled by now? -Just some simple structuring.

What's the UI? Is it the same as the HUD? -User interface, basically HUD

Title-Pending commented 6 years ago

I like it because we can assign roles and teams. I'm going to try and make this into the Github projects because I can make a flow chart. Also, working on people block schedules so we should know whose on.

-Main (node) "handles simple stuff like quitting the game/opening menus/debug layers" --Levels (node/node2d) "instances levels, also can have some level creation/generation code" I think 1 solid level that shows the core mechanic is key unless it needs to be procedural generated.

---whatever the levels need for nodes transitions etc. Yeah, I don't like X factors, but good to now.

--Player (node2d here "This could be also child of levels/level but i usually like to keep the player separate" So the way Nathan from GD Quests teaches this is to have a character scene with all the behaviors for both player and enemy AI's ---whatever goes under the player kinematic/rigid/animation/sprites etc as needed. I think this is the same team.

Also, each non-player character we add like enemies should be assigned to a team. In these regard we can cut characters if there's no time, while a team can do 2-3 really polished characters.

--UI ---Basic ui for the game Really important and should be done by people who can start on Saturday. ---Menu ---Debug layer

Plopsiskopsis commented 6 years ago

I can start on the UI