Building Sword Swipe Mechanics and Exploring Terrain in Godot - Episode 36
In this video, I dive into the development of our practice game using Godot, focusing on creating and refining the sword swipe mechanics and exploring terrain features for a world map. We tackle AI-generated pull requests, making adjustments to implement an effective sword attack system while addressing code redundancies and examining collision dynamics. I also walk through the process of animating a sword swipe, drawing frames, optimizing the animation speed, and integrating it into the gameplay. While I'm far from an artist, it was fun experimenting with sprites and animation tweaks. Spoiler: we even kill a slime with a satisfying sword swipe!
Later, we shift focus to planning an overworld map, akin to a Super Mario World-style concept. I explore creating tile sets, experimenting with CC0 art assets, and setting up terrain systems. We navigate between layers, patterns, and the use of terrain tools in Godot to set up tiles more efficiently. Along the way, I share my attempts to implement terrain-specific connections, address challenges with tile mapping and discuss plans for open-world interactivity.
This session is a mix of coding, debugging, art creation, and mechanics exploration. Whether you're interested in game dev, creating seamless tile maps, or just hanging out and learning together, there’s something here for everyone.
🔗 Check out my Twitch channel for more streams: https://www.twitch.tv/saebyn
GitHub: https://github.com/saebyn
Discord: https://discord.gg/N7xfy7PyHs