💾 Archived View for devlog.thermokar.st › 2022-02-12.gmi captured on 2022-03-01 at 14:59:41. Gemini links have been rewritten to link to archived content
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Game design documents and noodling
Today is my first official day of my sabbatical, so I'm ready to start jumping into this project in earnest! One awesome note related to "getting started" - I received a really awesome video message by Beefcake the Almighty from GWAR, courtesy of my amazing brother. What a fun surprise, I'm still chuckling. I might need to find a way to work ol' Beefcake into this game somehow (I also have a request to add in Peanut, the World's Ugliest Dog).
Peanut the World's Ugliest Dog
I'm starting to think a bit about a formal game design document, but I think before I do that I want to whip up one very very very small self-guided test game, to get a sense of what free-form development in Godot feels like, which might help guide me a bit more in terms of what is and isn't possible or realistic goals.
Yep, working on a little test game has been helpful. I bootstrapped a simple 2D rect, dropped in a player sprite, and then wired up basic motion and sprite rotation. Once that was good, I set up a very simple "stamina" tracker, based on movement. After moving so much, the stamina meter is depleted, and you must rest sufficiently to recharge enough to activate movement once more. Next: display numeric stamina on HUD. After that: stamina meter?
Wow! Turns out adding a stamina meter wasn't a big ask. I was able to use a `TextureProgress` node, and Godot was able to take care of all of the hard parts.
One other thing I'm thinking about is project structure - file layout, naming, etc. In particular, I'm still not sure how I should approach state management in Godot. I should probably look at some other projects to get a sense of what others do.
Okay, time to call it a day, I feel good about this progress!
© 2022 Matthew Ryan Dillon