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Hi, thanks for the feedback! If it were up to you to make the game, how would you have wanted the input controls? P.S I originally had an Input map section but it didn't export very well so it had to be cut.

I am not an expert on game Dev - just learning.

For me, I would keep it very easy - What Input do you need?
1. Select the Type of plant to place
2. Select a place where to place the plant
3. Confirm placement

1 - Plant select: How many variations are there? Is it less than 10 - Use number keys or more than 10 use < and > to make the selection
2- Placement WASD or arrow keys in fine
3- Confirm Placement - Enter or space

The main thing is to keep other keywords in mind - i.e. French keyboard does not have WASD close together.

Next is to make the key work faster - Are you using the func _input() ?
I would decouple the placement code and the type of plant selection . It kind feels like you processing all of them in the same loop - I can be wrong - Would be happy to look at the code if you want - Please see my GitHub page https://github.com/CollinViz/handofFate2

(+1)

yeah, you’re right. This was all thrown in to _physics_proccess() with lots of branches determining which set of code to run, which in hindsight was a pretty bad idea. Next time I’ll use _InputEvent(Event) and maybe pull some of the code out of _physics_process(). I probably also should have worked on some of the input mapping a couple days before I released the game so I had more time to realize what went wrong with it XD. Thanks for the suggestions

so you could make it like the original that the plant selection are UI Buttons to click on with the mouse, and the placing of the plants is decided by MousePositionToWorldSpace or something, so that you can click on the tile you want to plant the plant