0 votes

I know I know someone has already answered this question

https://godotengine.org/qa/17269/how-to-switch-weapons

but like what if I want to create a Deadcell-like game that has over a hundred weapons & spells that each of them has individual sprites and animations (I'm going to use animation player for each one of these)?

is it really ok to have a hundred weapons all under the player node?

if not, how can I fix this?

in Engine by (26 points)

Do all the weapons and spells have to be unique? Maybe they can be stitched together from a variety of sprites when the game is run? It cuts down on the number of nodes needed.

I have like 5 sprite sheets that contain these attack movements (all have normal maps, so I can't use animation sprite...) it would be great if I can use node to contain each weapon style (most weapons have combo system).

I would use the method that is best for me...

1 Answer

0 votes

Generally, I'd probably create each weapon as an independent scene and then instance them into the player scene (and attach them to the player) as necessary. Assuming the weapons have some commonality, I'd probably make some base "weapon" scene containing all of the common stuff, and then extend that for each unique weapon as necessary.

by (12,280 points)

Does it affect performance? like if i have too many of them?

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