Skip to content

Core FPS implementation in the Mono version of Godot

Notifications You must be signed in to change notification settings

ozqf/GodotSharpFPS

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

86 Commits
 
 
 
 
 
 
 
 

Repository files navigation

Godot Sharp FPS

Investigating code/components required to implement a basic arcade FPS game using the Mono version of the Godot game engine.

Main points

  • Streamlined way of managing game entity interactions such as finding/targetting each other, causing damage, giving items and entering/exiting the scene.
  • How to build and arrange Godot prefab objects
  • Core set of functions/utils for manipulating Godot objects.

Interaction messiness

Currently looking for a nice way to handle physical interactions between 'actors' in the game scene. For example causing damage, giving items, applying push forces. Current usage of IActor or ITouchable interfaces are icky and required code duplication. IProvider interface feels okay, but health or inventory actions should be handled with a specialised health/inventory nodes that their parents subscribe to.

Attacker -> Is victim shape IHealthProvider? If so, cast and retrieve IHealth and call .Damage function.

About

Core FPS implementation in the Mono version of Godot

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages