Godot Roguelike Tutorial
https://github.com/Bozar/GodotRoguelikeTutorial/wiki/01
The initial step is simply creating the project, recomendation for a VS Code extension and that's about it
https://github.com/Bozar/GodotRoguelikeTutorial/wiki/02
Now we're gonna do some project customization within Godot. Starting with a custom folder step and moving initial resources to the respective folder. Let's create the MainScene, And set project's settings, including things I don't need, like Low Processor Mode Icon was added as a sprite, which wasn't mentioned in the tutorial. Add export settings, installing some extra features, now we can create a 26mg exe file that does nothing!
https://github.com/Bozar/GodotRoguelikeTutorial/wiki/03
First add font and tilemap. Then create the proper node for it. Here we did everything before 'change PC's color and save it as a packed scene.' Note https://docs.godotengine.org/en/stable/getting_started/step_by_step/instancing.html as a reference to saving scenes
It was impossible boring to make the sprites since it was necessary to create each Sprite node from SCRATCH. If you try to duplicate a note, they are instances of the same thing, meaning, if you change one tile position from one sprite, and you'll change for the other. This is the exact type of experience I DO NOT WANT to have while making games. How am I supposed to make a deep copy of an instance so I can change it without changing the others?!
Still on the third part, subtitle 'Create Sprites From Scripts', writter recomends reading on Godot static typing and style guide https://docs.godotengine.org/en/stable/getting_started/scripting/gdscript/static_typing.html https://docs.godotengine.org/en/stable/getting_started/scripting/gdscript/gdscript_styleguide.html
Then there are mentions about groups in Godot: https://docs.godotengine.org/en/stable/getting_started/step_by_step/scripting_continued.html#groups
The author then leaves to the reador to implement _create_sprite(), which I thought it was kinda nice! Fun challenge. Before finishing this up, we need a mock up GUI. Just gonna add FireCod to a Control Node's Label? Maybe it will make sense later
https://github.com/Bozar/GodotRoguelikeTutorial/wiki/04
Next type involves input map edits on the project But it's really weird. The tutorial will guide you to making something that won't work properly, and I managed to get it working by passing the create sprite player into the process function of init world, but when I try to move the character around, he snaps back to the initial place? How odd. These steps felt weird as a whole, but something was working in the end. Godot seems to frown when referencing siblings directly, and according to docs:
If a scene must interact with an external context, experienced developers recommend the use of Dependency Injection. While I dislike dependency injection, let's pretend it's not there for now