#Boilerplate Code. Invest?

4 messages · Page 1 of 1 (latest)

feral bane
#

Is it reasonable to make some generic scripts and scenes when protoyping game ideas?
General 2D platformer code, Twin stick code, ...etc?
Is working with templates and skeletons good practice or should one start essentially from scratch?

Thank you

wise trout
# feral bane Is it reasonable to make some generic scripts and scenes when protoyping game id...

I mean yeah?
Depending on what the prototype wants & what it needs, I don't see why not?
Especially if there's something you want to prototype quickly, then it can be really useful but I also think that there needs to be some thought put into the generic scripts if you want to build upon those generic prototypes or not.

Short answer (in my opinion) yes it can be useful but I hope those generic scripts doesn't pigeon hole you into making prototypes a certain way.

feral bane
#

Yeah that makes sense honestly
I guess the key would be making those templates flexible enough

torpid brook
#

This is basically exactly what nodes are under the hood, for the most part. In that vein, you can actually make your own nodes to use in exactly this way, and you can even make them out of other nodes for that purpose. I'm not talking about just making and re-using scenes, either. You can make nodes that will show up in the node library, too. I found this video for an older version of Godot that explains it better than I can: https://www.youtube.com/watch?v=Irqlylvy2kk

Subscribe and learn more from me about Game Development and Programming!

in this video, we discuss how to create your own nodes in Godot! This is very useful if you want to create code that is reuseable and accessable from the add node menu.

BE MY FRIEND:
🐦Add me on Twitter: https://twitter.com/finepointcgi
Check out my Website: https://finepo...

▶ Play video