Fixing Game Mechanics in Godot: Pause Menu & Dialogue Bugs Solved! - Episode 35

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In this video, I focus on troubleshooting and resolving issues in my ongoing Godot game development project. Specifically, I tackle two persistent bugs: fixing the pause menu functionality and addressing a dialogue layering problem caused by the dialogic plugin. Here's a summary of what I dive into during the session:

First, I identify the challenges affecting the game, like the inability to unpause with the escape key and the pause menu being hidden under the dialogue. I walk through debugging these issues methodically, exploring how Godot’s scene tree handles pause states, input methods, and UI elements.

Next, I refine the game's mechanics by enhancing the logic for pausing and unpausing the game, streamlining scripts, and making improvements to the overall structure of the pause menu system. I also investigate the behavior of the dialogic plugin to better control its hierarchy and layering in the scene tree, ensuring proper z-ordering of UI elements like menus and dialogues.

In the process, I share insights on debugging Godot projects, utilizing features like remote debugging tools, exploring plugins' source codes, and rethinking architectural decisions to simplify and improve the codebase. Along the way, I also briefly digress into discussions about CI/CD workflows, Docker setups, and leveraging GitHub tools like Copilot.

Finally, I wrap up by committing the changes that improve the pause menu functionality and layout layering, ensuring a seamless gameplay experience.

This stream is part of my series 'Learning Game Dev with Godot | Chill Sunday Morning Coding,' where I explore building a custom sci-fi noir RPG in Godot. If you enjoy technical discussions and learning how to solve real-world coding challenges in game dev, this video is for you!

🔗 Check out my Twitch channel for more streams: https://www.twitch.tv/saebyn
GitHub: https://github.com/saebyn
Discord: https://discord.gg/N7xfy7PyHs




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