Refactoring Melee Combat in Godot | Game Dev with Godot - Episode 40
In this video, I dive into refining the melee combat system for my game in Godot during day 14 of my game development journey. After encountering some bugs and inconsistencies, I focus on restructuring the code to improve clarity and maintainability. This includes refactoring the sword attack logic, addressing collision detection, and optimizing how interactions are handled within the game world.
I explore various approaches to ensuring the functionality of area detection, collision masks, and physics states, while also troubleshooting unexpected outcomes like hitting unintended targets (including the player character!) and enhancing interactions within the game. Throughout the process, I share insights and considerations, from game design choices to programming challenges.
If you’re curious about how to approach problem-solving in Godot, or want a behind-the-scenes look at building game mechanics from scratch, this session has loads of tips and real-world debugging examples to help inform your own game development projects.
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