Month: May 2025

Learning pays off?

Hello, everyone! The last two weeks have passed quickly. And I’m proud of my small achievements! It’s not just that I made more progress than before. I also feel more fluent in Godot now! That feels really good.

First, I decided to give the player and an enemy health bars. They are dynamic, changing color from green to yellow to red depending on how much health is remaining. To do that, I had to learn a bit about Themes. They’re something like visual templates for UI elements. Like progress (health) bars.

Then, I grew tired of the massive main character script and divided it into seven pieces. Movement, attacks, interactions, and everything else. Now it’s super comfortable, and I’m happy about that!

Remember the inventory? Two weeks ago, I was stuck on moving the items inside it. Now it works properly, you can freely drag and drop any items. As it turns out, Godot has an API for this specific feature — Drag&Drop. I had to learn how to use it, too.

Then, I modified the coins slightly. Now, you don’t have to press anything near them – they are picked up instantly. The coins counter was also removed from the pause menu. It now appears when a coin is picked up and when the inventory is open.

Oh, I almost forgot about the platforms! Well, they were really easy to add. Old-school platforms that you can jump on and then fall through by pressing the “crouch”+”jump” buttons.

Finally, I’m starting to have more fun while working. I make fewer mistakes and find them much faster. The learning pays off! [No more abandoned projects]

P.S.: This post has no image because nothing changed visually… Sorry.


Inventory, to store your vases

Hello everyone! I recently had an interesting thought. Some of you might remember my posts five years ago when I was working on my first and most successful project Young Maria. They were surprisingly similar to the posts I write now! Five years ago I was learning Twine (editor for text games) just like I’m learning Godot now. And I think my next project will be similar to YM in many ways…

Well, let’s talk about what I actually learned in these two weeks! First of all, I failed to add aiming to the bow shot. I also failed at adding inventory and user input override. But I tried something new – every time I got stuck, I moved on to another task. It’s a new approach for me, and I think it’s much more rewarding in terms of time. And in the meantime I was still trying to learn something new.

Anyway, the new basic inventory system was a success! It can actually store multiple items, stop the player when it’s open, and everything. This was my first serious work with UI and InterfaceLayer. I also added three vases as pickable items to test the inventory. DeepSeek taught me how to make three interactable vases out of one scene with a “generic vase”.

What’s next? Well, I’d like to add the ability to move items in the inventory with the mouse. And then I guess I’ll have to learn how to split a base player script into different categories. Like, movement script, attack script, interaction script. This needs to be done as the code grows and becomes harder to navigate.

Thanks again for your support. These last days I’m working like a good little developer and very proud of my little achievements! [No more abandoned projects]