Weapon system
Refactoring day. After wrapping up the initial work on steering AI, I decided to switch to something less challenging for a moment and refactor the weapon system. I don’t think this game will have too many weapons, but I want each of them to be distinct and a serve a specific combat situation better than others. This means I’ll need a highly configurable weapon creation system with various parameters affecting the behavior.
Technically, I decided to utilize Godot’s Resource
classes for this: each
weapon will be a resource with a bunch of parameters. This resource is then
passed to the main Weapon
class which handles all the setup internally from
resource’s variables.
I’m done with the main parts of this already, but I still need to add ability to create projectile-based weapons, since currently all player weapons are basically instant hitscans. I’m also toying with the idea of creating homing projectiles now that I have the steering system in place, it might be fun. Once the weapon system will be ready, I’m planning to make enemies use it as well. So that some elite enemies can use powerful weapons and have a chance to drop them on death.