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A tutorials series on how to build a simple roguelike in the Godot Game Engine

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New scene. `res://game/things/Prop.tscn` Give it a script and an Icon (like Player). Have its script extend `Things.gd` In `_ready()` have it add to group "things" ( have Player add to...

4 - Done
tutorial

New scene. `res://game/global/Database.tscn` Core node is `Node` "Database" Add this scene as singleton `Database` Core node holds functions for returning a duplicate of a node given its name and category....

4 - Done
tutorial

We create another export var on `Thing.gd` `export( bool ) var blocks_movement = true` That is all.

4 - Done
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Bring in Instances of Prop. You can modify their Icons and blocks_movement property. Create at least one of each and test.

4 - Done
tutorial

Map gets `func get_things_in_cell( cell )` Step functions get these things and checks `if thing.blocks_movement`

4 - Done
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We are going to construct our Player object directly in our Database scene. Go to that scene, bring in an instance of the Thing.tscn we just made. Clear its script,...

4 - Done
tutorial

Create a new scene `res://global/things/Thing.tscn` Base is `Node2D` "Thing" Child `Sprite` "Icon" Migrate some of the code we have for the player over to this; everything except the _input() loop...

4 - Done
tutorial

Re-save Player.tscn as `res://game/things/Player.tscn`. Clear its script and add a new one (auto-bitch!). Delete the old Player.tscn/.gd...re-save and delete is easier than move and rename in Godot. Replace script in...

4 - Done
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All Things will share common properties and functions (mostly what we have in the player script ATM). We put these common things in a Thing.gd script `res://game/things/thing.gd`. This will have...

4 - Done
tutorial

Thing.gd gets an `export(String, MULTILINE) var name = "Thing"` Also `func get_thing_name()` to return this name. Have `Map.step` print a string when you bump into a Thing `"You bump into...

4 - Done
tutorial