We’re going to start with one of the earliest video game archetypes, the ball and paddle game. It’s a dead simple genre, allowing us to examine mechanics and game elements in near isolation while still making a complete game.

I’ll be building games to provide this series with practical illustrative examples as we go. The posts will focus on the lesson in question, but patreon supporters will have access to the godot source files and annotated code for use as reference.

Component Architecture

One of Godot’s strengths is its architecture. Nodes are very modular, so I’ll be leaning into that with a component-based design pattern. You should be able to take the components I present here and adapt them to future projects with little modification, or use them as the basis for your ow…

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