Most of this project was written over a couple of days for a single lightning talk. As you might imagine, the code isn't the best. Here are some low hanging fruit:
Many names are in CamelCase, but some are in snake_case. All should be in snake_case (except maybe types?) as that's Godot standard.
Node paths are hard coded all over the place, instead of exported to the editor
Most of this project was written over a couple of days for a single lightning talk. As you might imagine, the code isn't the best. Here are some low hanging fruit:
CamelCase
, but some are insnake_case
. All should be insnake_case
(except maybe types?) as that's Godot standard.