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authorDavid Luevano Alvarado <david@luevano.xyz>2023-05-05 03:16:06 -0600
committerDavid Luevano Alvarado <david@luevano.xyz>2023-05-05 03:16:06 -0600
commit70e783628b1bf863da45cc8879b06288a498840b (patch)
tree6a61d3134fbb100f0fc04e9e96782d29e24bb5ed /src/blog/g/gogodot_jam3_devlog_1.md
parentec2aa74d36670d74c153aa0022ab22e79502a061 (diff)
update css, make articles more uniform, add toc and add functionality to scroll to the top
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diff --git a/src/blog/g/gogodot_jam3_devlog_1.md b/src/blog/g/gogodot_jam3_devlog_1.md
index 9e836b1..749356b 100644
--- a/src/blog/g/gogodot_jam3_devlog_1.md
+++ b/src/blog/g/gogodot_jam3_devlog_1.md
@@ -4,47 +4,52 @@ lang: en
summary: Details on the implementation for the game I created for the Go Godot Jam 3, which theme is Evolution.
tags: gamedev
godot
+ gdscript
gamejam
english
-The jam's theme is Evolution and all the details are listed [here](https://itch.io/jam/go-godot-jam-3). ~~This time I'm logging as I go, so there might be some changes to the script or scenes along the way~~ ^^I couldn't actually do this, as I was running out of time.^^. Note that I'm not going to go into much details, the obvious will be ommitted.
+The jam's theme is Evolution and all the details are listed [here](https://itch.io/jam/go-godot-jam-3). ~~This time I'm logging as I go, so there might be some changes to the script or scenes along the way.~~ ^^I couldn't actually do this, as I was running out of time^^. Note that I'm not going to go into much details, the obvious will be ommitted.
I wanted to do a *Snake* clone, and I'm using this jam as an excuse to do it and add something to it. The features include:
- Snakes will pass their stats in some form to the next snakes.
- Non-grid snake movement. I just hate the grid constraint, so I wanted to make it move in any direction.
-- Depending on the food you eat, you'll gain new mutations/abilities ~~and the more you eat the more that mutation develops.~~ ^^didn't have time to add this feature, sad.^^
+- Depending on the food you eat, you'll gain new mutations/abilities ~~and the more you eat the more that mutation develops~~ ^^didn't have time to add this feature, sad^^.
- Procedural map creation.
-I created this game using *Godot 3.5-rc3*. You can find the source code in my GitHub [here](https://github.com/luevano/gogodot_jam3) which at the time of writing this it doesn't contain any exported files, for that you can go ahead and play it in your browser at itch.io, which you can find below:
+I created this game using *Godot 3.5-rc3*. You can find the source code in my GitHub [here](https://github.com/luevano/gogodot_jam3) which at the time of writing this it doesn't contain any exported files, for that you can go ahead and play it in your browser at [itch.io](https://lorentzeus.itch.io/snake-tronic), which you can find below:
-<p style="text-align:center"><iframe src="https://itch.io/embed/1562701?dark=true" width="552" height="167" frameborder="0"><a href="https://lorentzeus.itch.io/snake-tronic">Snake-tronic by Lorentzeus</a></iframe></p>
+<p style="text-align:center"><iframe src="https://itch.io/embed/1562701?dark=true" width="208" height="167" frameborder="0"><a href="https://lorentzeus.itch.io/snake-tronic">Snake-tronic by Lorentzeus</a></iframe></p>
You can also find the jam entry [here](https://itch.io/jam/go-godot-jam-3/rate/1562701).
Similarly with the my FlappyBird clone, I plan to update this to a better state.
-## Initial setup
+# Table of contents
-Again, similar to the [FlappyBird](https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html) clone I developed, I'm using the directory structure I wrote about on [Godot project structure](https://blog.luevano.xyz/g/godot_project_structure.html) with slight modifications to test things out. Also using similar *Project settings* as those from the *FlappyBird* clone like the pixel art texture imports, keybindings, layers, etc..
+[TOC]
-I've also setup [GifMaker](https://github.com/bram-dingelstad/godot-gifmaker), with slight modifications as the *AssetLib* doesn't install it correctly and contains unnecessry stuff: moved necessary files to the `res://addons` directory, deleted test scenes and files in general, and copied the license to the `res://docs` directory. Setting this up was a bit annoying because the tutorial it's bad (with all due respect). I might do a separate entry just to explain how to set it up, because I couldn't find it anywhere other than by inspecting some of the code/scenes.^^I ended up not leaving this enabled in the game as it lagged the game out, but it's an option I'll end up researching more.^^
+# Initial setup
+
+Again, similar to the [FlappyBird](https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html) clone I created, I'm using the directory structure I wrote about on [Godot project structure](https://blog.luevano.xyz/g/godot_project_structure.html) with slight modifications to test things out. Also using similar *Project settings* as those from the *FlappyBird* clone like the pixel art texture imports, keybindings, layers, etc..
+
+I've also setup [GifMaker](https://github.com/bram-dingelstad/godot-gifmaker), with slight modifications as the *AssetLib* doesn't install it correctly and contains unnecessry stuff: moved necessary files to the `res://addons` directory, deleted test scenes and files in general, and copied the license to the `res://docs` directory. Setting this up was a bit annoying because the tutorial it's bad (with all due respect). I might do a separate entry just to explain how to set it up, because I couldn't find it anywhere other than by inspecting some of the code/scenes. ^^I ended up leaving this disabled in the game as it hit the performance by a lot, but it's an option I'll end up researching more^^.
This time I'm also going to be using an [Event bus](https://www.gdquest.com/docs/guidelines/best-practices/godot-gdscript/event-bus/) singleton (which I'm going to just call *Event*) as managing signals was pretty annoying on my last project; as well as a *Global* singleton for essential stuff so I don't have to do as many cross references between nodes/scenes.
-## Assets
+# Assets
This time I'll be creating my own assets in [Aseprite](https://www.aseprite.org/), wont be that good, but enough to prototype and get things going.
Other than that I used few key sprites from [vryell](https://vryell.itch.io/): [Controller & Keyboard Icons](https://vryell.itch.io/controller-keyboard-icons) and a font from [datagoblin](https://datagoblin.itch.io/): [Monogram](https://datagoblin.itch.io/monogram).
-## The snake
+# The snake
This is the most challenging part in my opinion as making all the body parts follow the head in a user defined path it's kinda hard. I tried with like 4-5 options and the one I'm detailing here is the only one that worked as I wanted for me. This time the directory structure I'm using is the following:
-![FileSystem - Snake dir structure](images/g/gogodot_jam3/file_system_snake_dir_structure.png "FileSystem - Snake dir structure")
+![FileSystem - Snake dir structure](${SURL}/images/g/gogodot_jam3/file_system_snake_dir_structure.png "FileSystem - Snake dir structure")
-### Basic movement
+## Basic movement
The most basic thing is to move the head, this is what we have control of. Create a scene called `Head.tscn` and setup the basic *KinematicBody2D* with it's own *Sprite* and *CollisionShape2D* (I used a small circle for the tip of the head), and set the *Collision Layer/Mask* accordingly, for now just `layer = bit 1`. And all we need to do, is keep moving the snake forwards and be able to rotate left or right. Created a new script called `head.gd` attached to the root (*KinematicBody2D*) and added:
@@ -79,9 +84,9 @@ func _rotate_to(direction: int) -> void:
After tunning all the necessary parameters you should get something like this:
-![Snake - Basic movement (left and right controls)](images/g/gogodot_jam3/snake_basic_movement.gif "Snake - Basic movement (left and right controls)")
+![Snake - Basic movement (left and right controls)](${SURL}/images/g/gogodot_jam3/snake_basic_movement.gif "Snake - Basic movement (left and right controls)")
-### Setting up path following
+## Setting up path following
To move other snake parts by following the snake head the only solution I found was to use the *Path2D* and *PathFollow2D* nodes. *Path2D* basically just handles the curve/path that *PathFollow2D* will use to move its child node; and I say "child node" in singular... as *PathFollow2D* can only handle one damn child, all the other ones will have weird transformations and/or rotations. So, the next thing to do is to setup a way to compute (and draw so we can validate) the snake's path/curve.
@@ -123,9 +128,9 @@ func _on_Head_snake_path_new_point(coordinates: Vector2) -> void:
With this, we're now populating the *Path2D* curve points with the position of the snake head. You should be able to see it because of the `_draw` call. If you run it you should see something like this:
-![Snake - Basic movement with path](images/g/gogodot_jam3/snake_basic_movement_with_path.gif "Snake - Basic movement with path")
+![Snake - Basic movement with path](${SURL}/images/g/gogodot_jam3/snake_basic_movement_with_path.gif "Snake - Basic movement with path")
-### Define body parts for the snake
+## Define body parts for the snake
At this point the only thing to do is to add the corresponding next body parts and tail of the snake. To do so, we need a *PathFollow2D* to use the live-generating *Path2D*, the only caveat is that we need one of these per body part/tail (this took me hours to figure out, *thanks documentation*).
@@ -143,7 +148,7 @@ func _physics_process(delta: float) -> void:
And this can be attached to the *Body*'s root node (*PathFollow2D*), no extra setup needed. Repeat the same steps for creating the `Tail.tscn` scene and when attaching the `generic_segment.gd` script just configure the `Type` parameter to `tail` in the GUI (by selecting the node with the script attached and editing in the *Inspector*).
-### Adding body parts
+## Adding body parts
Now it's just a matter of handling when to add new body parts in the `snake.gd` script. For now I've only setup for adding body parts to fulfill the initial length of the snake (this doesn't include the head or tail). The extra code needed is the following:
@@ -176,7 +181,7 @@ func _on_Head_snake_path_new_point(coordinates: Vector2) -> void:
Select the *Snake* node and add the *Body* and *Tail* scene to the parameters, respectively. Then when running you should see something like this:
-![Snake - Basic movement with all body parts](images/g/gogodot_jam3/snake_basic_movement_added_body_parts.gif "Snake - Basic movement with all body parts")
+![Snake - Basic movement with all body parts](${SURL}/images/g/gogodot_jam3/snake_basic_movement_added_body_parts.gif "Snake - Basic movement with all body parts")
Now, we need to handle adding body parts after the snake is complete and already moved for a bit, this will require a queue so we can add part by part in the case that we eat multiple pieces of food in a short period of time. For this we need to add some signals: `snake_adding_new_segment(type)`, `snake_added_new_segment(type)`, `snake_added_initial_segments` and use them when makes sense. Now we need to add the following:
@@ -225,9 +230,9 @@ func _add_segment_to_queue() -> void:
body_segment_queue.append(body_segment_queue.back() + Global.SNAKE_SEGMENT_SIZE)
```
-With everything implemented and connected accordingly then we can add segments on demand (for testing I'm adding with a keystroke), it should look like this:
+With everything implemented and connected accordingly then we can add segments on demand (for testing I'm adding with a key press), it should look like this:
-![Snake - Basic movement with dynamic addition of new segments](images/g/gogodot_jam3/snake_basic_movement_with_dynamic_segments.gif "Snake - Basic movement with dynamic addition of new segments")
+![Snake - Basic movement with dynamic addition of new segments](${SURL}/images/g/gogodot_jam3/snake_basic_movement_with_dynamic_segments.gif "Snake - Basic movement with dynamic addition of new segments")
For now, this should be enough, I'll add more stuff as needed as I go. Last thing is that after finished testing that the movement felt ok, I just added a way to stop the snake whenever it collides with itself by using the following code (and the signal `snake_segment_body_entered(body)`) in a `main.gd` script that is the entry point for the game:
@@ -242,7 +247,7 @@ func _snake_disabled(on_off: bool) -> void:
Which will stop the snake node and all children.
-### Fix on body segments following head
+## Fix on body segments following head
After a while of testing and developing, I noticed that sometimes the head "detaches" from the body when a lot of rotations happen (moving the snake left or right), because of how imprecise the *Curve2D* is. To do this I just send a signal (`snake_rotated`) whenever the snake rotates and make a small correction (in `generic_segment.gd`):
@@ -253,7 +258,7 @@ func _on_snake_rotated() -> void:
This is completely random, I tweaked it manually after a lot of iterations.
-## The food
+# The food
For now I just decided to setup a simple system to see everything works fine. The idea is to make some kind of generic food node/scene and a "food manager" to spawn them, for now in totally random locations. For this I added the following signals: `food_placing_new_food(type)`, `food_placed_new_food(type)` and `food_eaten(type)`.
@@ -310,17 +315,17 @@ func _place_new_food() -> void:
And this is used in `_process` to place new food whenever needed. For now I added a condition to add food until 10 pieces are in place, and keep adding whenever the food is is lower than 10. After setting everything up, this is the result:
-![Snake - Food basic interaction](images/g/gogodot_jam3/snake_food_basic_interaction.gif "Snake - Food basic interaction")
+![Snake - Food basic interaction](${SURL}/images/g/gogodot_jam3/snake_food_basic_interaction.gif "Snake - Food basic interaction")
-## Za warudo! (The world)
+# Za warudo! (The world)
It just happend that I saw a video to create random maps by using a method called [random walks](https://www.mit.edu/~kardar/teaching/projects/chemotaxis(AndreaSchmidt)/random.htm), this video was made by [NAD LABS](https://www.youtube.com/c/NADLABS): [Nuclear Throne Like Map Generation In Godot](https://www.youtube.com/watch?v=ppP2Doq3p7s). It's a pretty simple but powerful script, he provided the source code from which I based my random walker, just tweaked a few things and added others. Some of the maps than can be generated with this method (already aded some random sprites):
-![World map generator - Random map 1](images/g/gogodot_jam3/world_generator_1.png "World map generator - Random map 1")
+![World map generator - Random map 1](${SURL}/images/g/gogodot_jam3/world_generator_1.png "World map generator - Random map 1")
-![World map generator - Random map 2](images/g/gogodot_jam3/world_generator_2.png "World map generator - Random map 2")
+![World map generator - Random map 2](${SURL}/images/g/gogodot_jam3/world_generator_2.png "World map generator - Random map 2")
-![World map generator - Random map 3](images/g/gogodot_jam3/world_generator_3.png "World map generator - Random map 3")
+![World map generator - Random map 3](${SURL}/images/g/gogodot_jam3/world_generator_3.png "World map generator - Random map 3")
It started with just black and white tiles, but I ended up adding some sprites as it was really harsh to the eyes. My implementation is basically the same as *NAD LABS*' with few changes, most importantly: I separated the generation in 2 diferent tilemaps (floor and wall) to have better control as well as wrapped everything in a single scene with a "main" script with the following important functions:
@@ -341,7 +346,7 @@ Where `get_cells_around` is just a function that gets the safe cells around the
Some signals I used for the world gen: `world_gen_walker_started(id)`, `world_gen_walker_finished(id)`, `world_gen_walker_died(id)` and `world_gen_spawn_walker_unit(location)`.
-### Food placement
+## Food placement
The last food algorithm doesn't check anything related to the world, and thus the food could spawn in the walls and outside the map.
@@ -404,13 +409,13 @@ func _get_random_pos() -> Array:
Other than that, there are some differences between placing normal and special food (specially the signal they send, and if an extra "special points" property is set). Some of the signals that I used that might be important: `food_placing_new_food(type)`, `food_placed_new_food(type, location)` and `food_eaten(type, location)`.
-## Stats clas and loading/saving data
+# Stats clas and loading/saving data
-I got the idea of saving the current stats (points, max body segments, etc.) in a separate *Stats* class for easier load/save data. This option I went with didn't work as I would liked it to work, as it was a pain in the ass to setup and each time a new property is added you have to manually setup the load/save helper functions... so not the best option. This option I used was json but saving a Node directly could work better or using resources (saving `tres` files).
+I got the idea of saving the current stats (points, max body segments, etc.) in a separate `Stats` class for easier load/save data. This option I went with didn't work as I would liked it to work, as it was a pain in the ass to setup and each time a new property is added you have to manually setup the load/save helper functions... so not the best option. This option I used was json but saving a Node directly could work better or using resources (saving `tres` files).
-### Stats class
+## Stats class
-The *Stats* "class" is just a script that extends from *Node* called `stats.gd`. It needs to define the `class_name` as `Stats`. The main content:
+The `Stats` "class" is just a script that extends from *Node* called `stats.gd`. It needs to define the `class_name` as `Stats`. The main content:
```gdscript
# main
@@ -479,9 +484,9 @@ func set_stats(stats: Dictionary) -> void:
And this is not scalable at all, but I had to do this at the end of the jam so no way of optimizing and/or doing it correctly, sadly.
-### Load/save data
+## Load/save data
-The load/save function is pretty standard. It's a singleton/autoload called *SavedData* with a script that extends from *Node* called `save_data.gd`:
+The load/save function is pretty standard. It's a singleton/autoload called `SavedData` with a script that extends from *Node* called `save_data.gd`:
```gdscript
const DATA_PATH: String = "user://data.save"
@@ -526,11 +531,11 @@ func _handle_new_file() -> void:
file.close()
```
-It uses json as the file format, but I might end up changing this in the future to something else more reliable and easier to use (*Stats* class related issues).
+It uses json as the file format, but I might end up changing this in the future to something else more reliable and easier to use (`Stats` class related issues).
-## Scoring
+# Scoring
-For this I created a scoring mechanisms and just called it *ScoreManager* (`score_manager.gd`) which just basically listens to `food_eaten` signal and adds points accordingly to the current *Stats* object loaded. The main function is:
+For this I created a scoring mechanisms and just called it `ScoreManager` (`score_manager.gd`) which just basically listens to `food_eaten` signal and adds points accordingly to the current *Stats* object loaded. The main function is:
```gdscript
func _on_food_eaten(properties: Dictionary) -> void:
@@ -578,7 +583,7 @@ Which will add the necessary points to `Stats.points` and return the amount of n
Last thing is taht in `_process_points` there is a check at the end, where if the food eaten is "special" then a custom variation of the last 3 functions are executed. These are really similar, just specific to each kind of food.
-This *ScoreManager* also handles the calculation for the `game_over` signal, to calculte progress, set necessary *Stats* values and save the data:
+This `ScoreManager` also handles the calculation for the `game_over` signal, to calculte progress, set necessary `Stats` values and save the data:
```gdscript
func _on_game_over() -> void:
@@ -609,9 +614,9 @@ func _get_max_stats() -> Stats:
Then this sends a signal `display_stats` to activate UI elements that shows the progression.
-Naturally, the saved *Stats* are loaded whenever needed. For example, for the *Snake*, we load the stats and setup any value needed from there (like a flag to know if any ability is enabled), and since we're saving the new *Stats* at the end, then on restart we load the updated one.
+Naturally, the saved `Stats` are loaded whenever needed. For example, for the `Snake`, we load the stats and setup any value needed from there (like a flag to know if any ability is enabled), and since we're saving the new `Stats` at the end, then on restart we load the updated one.
-## Snake redesigned with the state machine pattern
+# Snake redesigned with the state machine pattern
I redesigned the snake code (the head, actually) to use the state machine pattern by following [this guide](https://gdscript.com/solutions/godot-state-machine/) which is definitely a great guide, straight to the point and easy to implement.
@@ -638,7 +643,7 @@ func handle_slow_speeds() -> void:
Event.emit_signal("game_over")
```
-And then in the *StateMachine*'s `_process`:
+And then in the `StateMachine`'s `_process`:
```gdscript
func _physics_process(delta: float) -> void:
@@ -702,7 +707,7 @@ Where the important parts happen in the `enter` and `exit` functions. We need to
For the other ones is the same. Only difference with the `jump_state.gd` is that the collision from head to body is disabled, and no rotation is allowed (by not calling the `rotate_on_input` function).
-## Other minor stuff
+# Other minor stuff
Not as important but worth mentioning:
@@ -717,8 +722,8 @@ Not as important but worth mentioning:
- Refactored the nodes to make it work with `change_scene_to`, and added a main menu.
- Added GUI for dead screen, showing the progress.
-## Final notes
+# Final notes
-I actually didn't finish this game (as how I visualized it), but I got it in a playable state which is good. My big learning during this jam is the time management that it requires to plan and design a game. I lost a lot of time trying to implement some mechanics because I was facing many issues, because of my lack of practice (which was expected) as well as trying to blog and create the necessary sprites myself. Next time I should just get an asset pack and do something with it, as well as keeping the scope of my game shorter.
+I actually didn't finish this game (as how I visualized it), but I got it in a *semi-playable* state which is good. My big learning during this jam is the time management that it requires to plan and design a game. I lost a lot of time trying to implement some mechanics because I was facing many issues, because of my lack of practice (which was expected) as well as trying to blog and create the necessary sprites myself. Next time I should just get an asset pack and do something with it, as well as keeping the scope of my game shorter.
-For exporting and everything else, I went with what I did for my [FlappyBird Godot clone](https://blog.luevano.xyz/g/flappybird_godot_devlog_1#final-notes-and-exporting) \ No newline at end of file
+For exporting and everything else, I went with what I did for my [FlappyBird Godot clone: final notes and exporting](https://blog.luevano.xyz/g/flappybird_godot_devlog_1#final-notes-and-exporting)