gdquest-demos / godot-platformer-2d

2d Metroidvania-inspired game for the 2019 GDquest Godot Kickstarter course project.
MIT License
629 stars 73 forks source link
2d 2d-game game godot godot-engine godot-game metroidvania mit platform-game platformer

+TITLE: Godot Open 2D Platformer

+DESCRIPTION: A short platform/adventure demo project to teach how to create similar 2d games

[[./img/banner.png]]

A course based on a short 2d game demo inspired by metroidvanias split into a Free, beginner-friendly series and a paid, intermediate-level series that builds upon the Free one.

➡ Follow us on [[https://twitter.com/NathanGDQuest ][Twitter]] and [[https://www.youtube.com/c/gdquest/][YouTube]] for free game creation tutorials, tips, and news! Get one of our [[https://gdquest.mavenseed.com/][Godot game creation courses]] to support our work on Free Software.

** Keep It Short and Sweet

We have limited time and money to produce the course. Also, our priority is education.

The game should be as good as possible in hand and as far as its code is concerned. But it should not get big in scope or feature many different mechanics: content and feature creep are the best way to lengthen the project and lower the quality of our output.

Think of this game demo as a portfolio piece. A recruiter would take but a few seconds to look at each project you've worked on and judge your abilities based on that. So will the community.

** The cornerstones of Metroidvanias

Metroidvanias are platform games with non-linear interconnected maps or worlds that guide the player towards his goal, typically blocking the player's progression at times until they unlocked new abilities.

I see two main characteristics in them:

  1. They're platform-adventure games. The focus is on exploration and possibly telling a story through the world's design. They can have combat mechanics or leveling systems, but these aren't mandatory.
  2. The world's design is central to the game experience. Metroidvanias tend to give the illusion of freedom through looping and interconnected paths. The areas can be fairly linear and guide the player through the level design.

    We don't have the time to build a large, interconnected world, and to produce great levels at the same time. As such, we should focus our attention on the controls first and foremost, and design a small playable area with a few frames later.

    +caption: Hollow Knight's combat mechanics are to the point: one melee attack that you can aim in 4 directions

    [[file:img/hollow-knight-3.png]] /Reference game: Hollow Knight's combat mechanics are to the point: one melee attack that you can aim in 4 directions/

    Watch this [[https://www.youtube.com/watch?v=NcbB09mjMGk][discussion on good Metroidvanias]] for more insights. Mark Brown (Game Maker's Toolkit) also has some great videos on the topic, although more focused on world design.

    +caption: Unlocking abilities to be able to further explore the worlds is a common pattern in Metroidvanias

    [[./img/ori-2.png]] /Unlocking abilities to be able to further explore the worlds is a common pattern in Metroidvanias/

** Open source from the start

We're going to build the project Open Source from start to finish. The community can see our progress and contribute feedback, code... Part of our role will be to guide them and make it so everyone works towards the same goal: producing an excellent example of how to set up a Godot game project.

All new features and sizeable tasks should be ticketed: open an issue first, add it to the project board, and assign yourself to it before pushing a PR or a big commit. This is so the team and community members can see what's already in progress.

** Pre-production

  1. Share a form to get the students' feedback based on the jam. Offer a range of topics for the backers to vote on, and ask for qualitative feedback. /We will use their feedback and requests to complement the project./
  2. Create and iterate over the game prototype.
  3. Produce videos related to prototyping and the game creation process.
  4. Outline and detail the topics covered in each course, create tasks.

** TODO Production

** Lead development: Razvan

Responsible for the code structure and code quality, as well as the consistency of the codebase. Tasks can include general programming, system design, code reviews, refactoring, as well as defining related tasks.

** Game development: Guilherme

Responsible for general development work, programming game mechanics and various systems.

** Tool development and design: Henrique

Responsible for the design and implementation of tools to help create the game more efficiently and/or comfortably. Also, responsible for assisting with game and world design work.

** Project management and design direction: Nathan

Responsible for organizing the project, design decisions to ensure the project stays coherent, moves in a clear direction, and that the game provides the necessary foundations to teach the topics we aim to cover.

** Free series

The Free courses are for what I would call /beginners-plus/: amateurs, young programming students, or developers in another domain, e.g. software developers, who have learned the basics of Godot, the basics of GDScript, and put all that in practice in a personal project. The viewer understands basic programming concepts up to what classes and objects are, what a node is at a basic level, and the viewer knows its way around the main areas of the interface.

Although we'll do our best to help strengthen or push the student's understanding of basic concepts, we will focus on game design, implementing mechanics, programming patterns... our role is to help the students go beyond the basics, on their way to being independent developers.

** Premium courses

The premium courses are for learners who want to go further, to acquire techniques on their path to working like professionals.

Persona: the learners of the premium course don't want to be spoon-fed ready-made solutions. They enjoy learning and are ready to put in some efforts to improve. They go further than watching the lessons, putting what they learned in practice. They expect quality learning material.

** Windows

Requirements: Visual Studio Community 20xx with C++, libgodot-cpp.windows.xxxxx.64.lib files for GDNative C++ in GDNative/bin/, and GDNative bindings in GDNative/include/gen/

Building the godot bindings:

  1. Open the x64 Native Tools Command Prompt for VS 20xx.
  2. CD into /GDNative
  3. Run scons platform=windows target=release bits=64 generate_bindings=yes

*** Building and Debugging using Visual Studio Community 20xx

If Godot.exe is in the PATH environment variable, the .lib files are built and located in GDNative/bin/ and bindings in GDNative/include/gen/, then the Heatmap project is already configured for Godot building and debugging.

Building will build the DLL in debug or release mode and put in assets/libraries/win64, and debugging the solution in debug mode will launch the project in godot and allow for breakpoints in the C++ code.

*** Scons without opening Visual Studio

  1. Open the x64 Native Tools Command Prompt for VS 20xx.
  2. CD into the Heatmap source (cd game/src/Native/Heatmap)
  3. scons platform=windows bits=64 target=release
  4. If successful, libheatmap.DLL will be built into assets/libraries/win64