Hey ludonauts!
This week’s update for the Godot Platformer Essentials Cookbook brings two powerful new chapters that will take your game to the next level. Let’s dive into what’s new and why these features are game-changers for your platformer projects.
What’s New This Week
This update introduces two essential recipes that every platformer developer needs:
- Flying Enemy: An enemy that patrols along a path but switches to chase mode once the player enters their line of sight
- Interactive Area: A flexible system for creating any interactive object in your game, from treasure chests to NPCs to zone transitions
These aren’t just simple add-ons. They’re foundational systems that will solve countless implementation challenges as you build out your game world.
The Inter…
Hey ludonauts!
This week’s update for the Godot Platformer Essentials Cookbook brings two powerful new chapters that will take your game to the next level. Let’s dive into what’s new and why these features are game-changers for your platformer projects.
What’s New This Week
This update introduces two essential recipes that every platformer developer needs:
- Flying Enemy: An enemy that patrols along a path but switches to chase mode once the player enters their line of sight
- Interactive Area: A flexible system for creating any interactive object in your game, from treasure chests to NPCs to zone transitions
These aren’t just simple add-ons. They’re foundational systems that will solve countless implementation challenges as you build out your game world.
The Interactive Area System: A Developer’s Best Friend
Let me share a story from my own development journey. When I was building Milkyway Mailing Inc, I faced a massive challenge: a solar system filled with dozens of different interactive objects, each seemingly requiring its own unique interaction code. It was becoming overwhelming and unsustainable.
That’s when I developed the Interactive Area technique featured in this week’s update. This simple but elegant system solved everything at once.
The beauty of the Interactive Area chapter is its simplicity and versatility. With less than 20 lines of code, you get a system that handles:
- Treasure chests and item pickups
- NPC dialogues and conversations
- Doors and zone transitions
- Levers, buttons, and switches
- Quest objects and interactive props
- And literally anything else your player can interact with
How can this be useful for your game
Think about games like Hollow Knight, where the world is filled with characters, objects, and secrets waiting to be discovered. Every interactive element tells part of the story and enriches the player’s experience. If you’re building a game with that kind of rich, interactive world, the Interactive Area system is exactly what you need.
From the Making a Complete Level post, you can see this system in action. The final design features pickup items and an NPC that calls an elevator to transport the player to a door that once the player interacts with it, will bring them to the next level. These are all built using the Interactive Area technique.
Simple Yet Scalable
What makes this system special is how it balances simplicity with scalability. The core implementation is straightforward enough for beginners to understand and implement immediately. But the clean architecture also allows for advanced customization when you need it.
Want to add more specific behaviors? The system’s simplicity makes it easy to layer on additional functionality, especially using design patterns like the Strategy Pattern. It’s honestly my favorite chapter in the entire cookbook.
The Flying Enemy: Smarter AI Behavior
The Flying Enemy recipe demonstrates how to create enemies with multiple behavioral states. This enemy flies along a predetermined path during its patrol phase, but once the player enters its detection range, it switches to an aggressive chase mode.
This kind of dynamic AI behavior adds depth to your game’s combat and makes encounters feel more engaging and unpredictable.
Get It Before the Price Increase
The Godot Platformer Essentials Cookbook is currently available for $9.99, but that won’t last much longer. We’re approaching the end of the update cycle with only 3 chapters remaining. Once all chapters are complete, the price will increase to $19.99.
If you’ve been on the fence, now is the time to grab it at the lower price. You’ll get all current content plus the remaining updates as they release.
Start Building Today
The Interactive Area system is ready for you to download and implement right now. You can start creating dialogues, pickups, levers, buttons, switches, and more TODAY. No more reinventing the wheel for every interactive object in your game.
Follow me for more Godot platformer development content, and don’t forget to share this post with your fellow developers. I’d love to hear what you think about the Interactive Area system and how you’re planning to use it in your projects.
Also, be sure to read the full Making a Complete Level devlog to see these systems in action and learn how to combine them into cohesive, playable game levels.
That’s it, keep developing and until the next one!
— Henrique Campos
Get Godot Platformer Essentials Cookbook
Godot Platformer Essentials Cookbook
A 200+ pages ebook with 12 step-by-step tutorials with essential features to create platformer games
| Status | Released |
| Category | Book |
| Author | Ludonauta |
| Genre | Educational, Platformer |
| Tags | 2D, Asset Pack, Boss battle, Godot, Immersive, Non violent, Open Source, Tutorial |
| Languages | English |
| Accessibility | Color-blind friendly, High-contrast |
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