RTS selection/interaction & Player interaction with objects. Confused about architecture methodology
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I am working on a team-based shooter where you mainly control a single PlayerAgent, which is a subclass of Agent. AI, localplayers and networkplayers all go though this inherited scene(object). However there is also an RTS mode that may be a part of the final game where you control many units. (it will still help with AI debugging) The controlled player can interact with the teams buildings, vehicles, deployables etc.

Favouring composition over inheritance tells me that rather then "Selectable", "Interactable" in a class hierarchy, I make them as child nodes of each object.

I have an interactable component that detects a raycast collision. The controlled player is near a building, it hits, I walk up the tree to find a comm...

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