Here is how I've used classes for object inheritance in Godot. There might be other, better ways to do it, but it works okay for the games I have released (untested):
Base class
extends Node
class_name Base_Class
# other stuff here
func _make_noise():
print ("generic noise")
Object_one
extends Base_Class
# example
func _ready():
print ("This is object one")
# overriding a function
func _make_noise():
print ("Hello")
Object_two
extends Base_Class
# example
func _ready():
print ("this is object two")
func _make_noise():
print ("World")
Hopefully this helps. I think they all ultimately do the same thing, so I would just choose the class syntax that works best for you and your projects.