Upgrading Skullkeys to Godot 3.3

Skullkeys logo

Today we updated our project to Godot 3.3 which wasn’t really “hasslefree”…Don’t hassel the hoff as they say. It’s always a bit shakey updating development environments in the middle of a project.

Object removal in Godot 3.3

Godot 3.3 changed the way objects were removed so we bumped into some issues when comparing our removed objects == null. 😉

We quickly came up with a workaround so it isn’t a big deal. But annoying nontheless.

Nicklas fixed some player reset issues which caused the player to fall from the tilemap, so to speak.

I’m gonna extract the animation I did on the Skullkeys logo and redo it in Godot. Until then I added some smooth movement to the 3d logo which sits ontop of our game screen.

I replaced some code on the platforms so they can now be more dynamic in their movement.

Spawner object

We also discussed some new “spawner” object which will give our levels a more dynamic enemy handling. Our spawner will have some nice parameters like;

  • typeOfEnemyToSpawn (maybe a list of different enemies!?)
  • amountOfEnemies (to spawn in total)
  • startSpawnTime (when to instantiate the first enemy)
  • timeBetweenSpawns

Oh, don’t forget to check our recent in-game videoclip of Skullkeys!

Until next time!

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