Moving to GDScript
This week, we made a big decision to switch from C# to GDScript. The main reason? The lack of resources and support for C# in Godot was slowing us down. While C# has its benefits, we realized that sticking with it would mean spending way too much time troubleshooting instead of actually developing the game. GDScript, on the other hand, has a ton of community support, better documentation, and is just more in sync with how Godot is designed to work.
Basic Movement & Collision
We also got basic movement working! Well, Pedro and Misha did most of the actual coding—I mostly focused on testing edge cases and reviewing their implementation for any potential issues.
The movement system itself was solid overall, but I did run into quite a few bugs and some questionable coding practices that could have caused problems down the line. After some debugging and cleanup, things are now in a much better state.
Collision detection has also been fully implemented and is working as expected. No more clipping through walls or getting stuck in weird places (which definitely was happening earlier). We’re still using placeholder assets for now, but functionality-wise, things are shaping up.
Attacks (Kind of)
We technically have attack functionality now… but for the moment, all it does is print "attack"
.
Next Steps
- Refine movement to make it feel smoother and more responsive.
- Start implementing real attack mechanics (instead of just printing
"attack"
in the console). - Begin transitioning existing C# code to GDScript.
- Slowly replace placeholder assets once the mechanics are solid.
All in all, a productive week with some big changes.