Mouse-Based Controls on Day 7 | Building a Breakout Clone in Godot | Episode 18

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In this video, I explore enhancing our Breakout clone using Godot by incorporating mouse-based controls for the paddle. The goal is to improve the gameplay experience and experiment with new techniques that could be useful for future projects.

I dive into Godot's features, such as using curves for input responsiveness, experimenting with the 'relative X' property for mouse movement, and the challenges of responsiveness and handling mouse capture during gameplay. I also discuss and iterate on various ideas, including the use of curves to map input differently and how speed adjustments could be incorporated for smoother paddle movements. Along the way, I navigate some interesting bugs and explore what works and what doesn’t.

Toward the end, I shift focus to creating a reusable template repository for Godot projects. This template will serve as a foundation for future endeavors, including our upcoming Minesweeper project, and features a clean project structure with folders for themes, shaders, assets, scripts, and more. I include GitHub Actions workflows for building and deploying games.

It’s a combination of game development, problem-solving, brainstorming, and preparation for future projects as I iterate on this Breakout clone while planning ahead.

πŸ”— 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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