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zadig said:
<br>In Godot you can use scenes to... well, be a "scene", as in a level of a game, but you may also use scenes as a place to put objects that will be used in other scenes (think of a library), to create a tilemap, etc. You can have child scenes instantiated as a node in a root scene, so your game may have a scene encapsulating the levels, assets, etc.<br>It is worth to mention that you are likely going to have a global script - a singleton - to deal with information shared between scenes. I personally like to use a singleton to deal with global variables, but also have scripts that I assign to the root nodes of different kinds of scenes, containing the relevant functions - like save/load for playable scenes, and animation stuff for cut-scenes etc.<br>Anyway, it seems that you can use Godot, but I'd like to hear a little more about your background regarding game dev, game art creation etc.<br><br>Good luck!<br>
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Thanks zadig.<br><br>Yes, it would probably be similar to a beat em up game, but I'm fairly sure that I can't really rely on that model entirely. Though the closest thing I've seen to what I'm working towards are point and click adventures like Disc World. Except the navigation will be key driven using simple game physics.<br><br>The "angle" idea I see is a bit ambiguously stated on my part. The background artwork will be quite varied in their perspective from scene to scene. So every scene will have some variation in the hypothetical viewport into the world. I was experimenting with this idea before I discovered Godot, and I've found that I do have to apply some skewing and such to the transformation to fake a sort of tilt so the character movements move and scale to the background artwork in a sensible way.<br><br>I'm experimenting with Godot, but I see that scaling Rigid Bodies is something that has to be worked around, but also scaling the collision shapes in response to player movement seems to be a quirky thing. I will continue to fiddle around with that, but in the end my thought is that I will create some unrendered scene that is just the physics bodies that act in full scale. From there I will take the positions and transform the coordinates into a perspective view. Creating my own kind of camera, but wrapping this around Godot so I can take advantage of what is already built in.<br><br>It's still not decided yet, I have to do a lot of tinkering still and I would want to test the complexity and end performance of some of these ideas before forging ahead.<br><br>For more background, it's actually me and my wife that decided we would like to make a game. She's traditional painter and I'm applications programmer. I'm learning as I go as of the last few months, and after some studies I got a good understanding of the scope of writing a game engine. I realized we weren't going to get this done anytime soon if I had to learn and create our own 2D engine. It's still something I'm going to work on doing, but as a side project for learning purposes.<br><br>Other than that I dabbled in mod making when I was a teenager, but now I'd like to get serious about making games.<br><br>Godot seems like just the right fit for what we'd like to do.<br><br>We've never done anything like this before, so I wouldn't want anyone's expectations to be high. It's really just started, and I've just barely gotten familiar with Godot, but as things begin to actually materialize I will very likely share my progress here for anyone who is curious in our little project.<br>