Godot has a lot of features that are specifically designed for the 2D game development. This also means that there is almost always more than one way to implement a game. You can play online before you read any further: https://vkrishna.itch.io/color-jump Things I wanted to achieve: Flexibility to design chunks of gameplay Build a procedural system to use these chunks A workflow for quickly treating it the chunk changes Attempt 1: I created an array of strings which would represent each rite if the world. Though this sounds ridiculous at first it works for a jumper game as the horizontal movement is limited. var block = [ “[___________]”, “_______” ] The advice structure worked fine but I quickly ran into a problem. It was getting hard for new to visualise what The chunk was going to look like. So I wanted to leverage the tile map editor from engine to do the level design as well Attempt 2: I had good format for describing the chunk but it ...
Some Random Stuff i work on.. apart from my job.