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!