Making a dev console in Godot - A devlogHere's a look at how I implemented a simple dev console in my game to speed up development. The core functionality is driven by Godot's Expression class, but I've also added a history and autocomplete system to let me work even more effectively.
Advanced state machine techniques in Godot 4Here's a look at some more advanced techniques you can implement in your state machine when you need something a bit more complex than the starter state machine I showed in the last post. We'll look at three techniques worth understanding for building out the state machine you need and address a few common pain points people run into when programming a state machine.
Starter state machines in Godot 4Here's an updated look at how I like to do state machines in Godot 4. I'm going to go over some simpler, starter techniques today, and in the next post I'll go in-depth about techniques you can use when today's examples don't cut it.
Making tactical units - A devlogWe've looked at the high-level design of the game, now let's talk about how the data behind units is structured, how artwork is implemented, and how I'm handling unit AI.
Developing a tactics engine in Godot - A devlogIn this devlog of sorts, we'll look at how I'm structuring the game engine for my future tactics game using Godot. Topics include level structure, unit structure, and action management.