Heartfall Backlog Devlog #4
This log focuses on: Basic 2D games in Godot
Surprisingly, I ran into no hiccups. My plan is to just instantiate/un-instantiate into each zone inside of the main file, but today I just made a mockup map, and mockup objects.
I think a lot of the goodfeel will come from adjusting the hitboxes.
For the player character’s movement, I should consider switching out of the acceleration movement model and into a toggle-run model because the response, while it feels organic, is sluggish and annoying for me.
I have yet to make a character NPC, their convo-able hitbox, and zone transfers yet.
Tomorrow, we work on that instantiation! I should also build zone loading/unloading. I expect I will want most of the zones to stay loaded, But if there are ending-specific/late-game zones, I absolutely do not need those to be loaded all the time.
I was already thinking about how I wanted to handle loading of the various objects and zones, but indeed it was just testing for now. This was a good little test! While I used staticbody nodes and collision shapes before, this was my first time using them in an original project.
I have also finally made a main game file! Yay! It came together as expected (phew!). All my modular pieces worked as intended.
Right now the main file only handles loads of the zones, and each zone does a fair amount of heavy lifting on its own. I think it's a reasonable amount of work on each zone though, even at scale.
We can successfully transfer between “areas!” but oops, I didn't actually make more mockup areas…. So right now I have the zone transfer just re-instantiating my only created zone.
This basic functionality made it all the way to the current version. I don't know if this is the standard practice for gamedev, but it works sufficiently. Later on, I also use this to load all the zones before the session starts, so hopefully lower-end machines wont have random lag-spikes mid session (but hopefully the game is light enough it won't need the caution).