Star Child Dev Log #36
Jay Ingle - lead developer, designer, and artist:
Recently I have been implementing the G.U.I.D.E. plugin for handling player input. Godot's input system is generally ok, but 3 things are very complicated to do: disable/enable all controls (like you would want to do when you have a cutscene), remapping controls, and switching between different control devices (such as keyboard, controller). The free G.U.I.D.E. plugin can help make these tasks a lot simpler. It also returns vectors for 2d and 3d inputs, which can be used in movement code, but we already have our movement set up, and won't be focusing on that functionality.
Star Child can be played with keyboard, or controller. If you are playing on keyboard, and you pick up a controller, and press a button on that controller, the game automatically switches to controller mode. If you then pressed a button on the keyboard, or moved the mouse (moved a certain distance, not just bumped your desk), the game switches to keyboard mode. This is handled very nicely by the G.U.I.D.E. plugin. This is not an advertisement for a free plugin, but hey, if you are making a game for Godot, you should be using it.
We also now have the ability to show button prompts on the screen. Which now changes based on what device you are using.

I will most likely only show you button prompts in a tutorial, because honestly this game does not have a complicated control scheme, so it should be intuitive for literally everyone, at least on controller. Which buttons players use on their keyboard is less standardized. G.U.I.D.E. also builds the button icons in real time, and thus can automatically produce an icon of any type of controller button, and even international keyboard symbols. Automatic icon localization, very nice.
The Star Child demo needs to be complete and ready to play on Steam in 6 weeks! So for now, control remapping is taking a backseat, and I need to finish the (new) main menu functionality, and work on some gameplay and art. See you soon.
Get the G.U.I.D.E - Godot Unified Input Detection Engine plugin here: https://godotneers.github.io/G.U.I.D.E/
Recently I have been implementing the G.U.I.D.E. plugin for handling player input. Godot's input system is generally ok, but 3 things are very complicated to do: disable/enable all controls (like you would want to do when you have a cutscene), remapping controls, and switching between different control devices (such as keyboard, controller). The free G.U.I.D.E. plugin can help make these tasks a lot simpler. It also returns vectors for 2d and 3d inputs, which can be used in movement code, but we already have our movement set up, and won't be focusing on that functionality.
Star Child can be played with keyboard, or controller. If you are playing on keyboard, and you pick up a controller, and press a button on that controller, the game automatically switches to controller mode. If you then pressed a button on the keyboard, or moved the mouse (moved a certain distance, not just bumped your desk), the game switches to keyboard mode. This is handled very nicely by the G.U.I.D.E. plugin. This is not an advertisement for a free plugin, but hey, if you are making a game for Godot, you should be using it.
We also now have the ability to show button prompts on the screen. Which now changes based on what device you are using.

I will most likely only show you button prompts in a tutorial, because honestly this game does not have a complicated control scheme, so it should be intuitive for literally everyone, at least on controller. Which buttons players use on their keyboard is less standardized. G.U.I.D.E. also builds the button icons in real time, and thus can automatically produce an icon of any type of controller button, and even international keyboard symbols. Automatic icon localization, very nice.
The Star Child demo needs to be complete and ready to play on Steam in 6 weeks! So for now, control remapping is taking a backseat, and I need to finish the (new) main menu functionality, and work on some gameplay and art. See you soon.
Get the G.U.I.D.E - Godot Unified Input Detection Engine plugin here: https://godotneers.github.io/G.U.I.D.E/