NPC Interactions and Adding a Sword in Godot | Learning game dev with godot - Episode 34
In this video, I dive into enhancing NPC interaction systems and introducing sword mechanics within our Godot game project. We focus on implementing features that allow the player to interact dynamically with NPCs, including detecting proximity and initiating dialogues whenever certain criteria are met. This approach involves working with raycasting, signals, and scene transitions to ensure a fluid and responsive experience.
Another central focus is introducing sword mechanics to the game. I walk through the process of creating a mechanism for the player to acquire a sword, track its state in their inventory, and use it for interactions, such as attacking enemies. This includes detecting collisions, modulating NPC appearances, and setting up conditions within dialogues to adjust based on the player's inventory state.
We also work on various other improvements like:
Adding UI elements, such as labels, to guide the player visually during interactions.
Refining dialogue triggers and creating conditional dialogues for NPCs.
Experimenting with an animation system for sword attacks and planning how to handle enemy interactions effectively.
By the end of this video, we've laid the groundwork for a compelling interaction system and taken the first steps towards meaningful combat mechanics.
Stay tuned for the next episode, where we continue building on these features and explore tackling some open-ended issues, like refining attack animations and collision detection for different enemy positions.
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GitHub: https://github.com/saebyn
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