Enemy Item Drops // E19 // Make a 2D Action & Adventure RPG in Godot 4

In this video we’ll add resource based item drops to our enemy destroy state.
Topics Covered: Resources in Godot 4, Item Drops, Random Drop
New Assets Needed:
- N/A
Asset Download Page: michaelgames.itch.io/2d-actio...
GitHub Repo: github.com/michaelmalaska/aar...
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Chapters
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0:00 Intro
0:27 Bug Fix Overview
2:20 Create DropData Resource Class
7:07 Update Enemy Destroy State
16:35 Add Velocity to Item Drops
23:04 Add Bounce Animation and Shadow to ItemPickup Scene
27:29 Outro
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Previous Video - Save & Load Items - Inventory (part III) // E18: • Save & Load Items - In...
Next Video - Treasure Chest // E20: COMING SOON!
Series Playlist: • Make a 2D Action & Adv...

Пікірлер: 17

  • @drmedo-zk4fl
    @drmedo-zk4fl24 күн бұрын

    Man thanks alot you come from no where and give me the line

  • @BriariusTitan
    @BriariusTitan21 күн бұрын

    oh snap. lucky me i love these arpg godot tutorials, im finishing hearbeast's playlist and now going to see what i can learn from you. gonna binge your playlist and subscribe for new videos on godot 4.

  • @MichaelGamesOfficial

    @MichaelGamesOfficial

    20 күн бұрын

    I have seen some of Heartbeast, he's got great content! Glad you are enjoying this as well :)

  • @chriscamp9788
    @chriscamp978822 күн бұрын

    Super cool. I'm a newb and just implemented this into a prototype earlier today. It worked.. but you do it so much cleaner. Thanks, subbed!

  • @MichaelGamesOfficial

    @MichaelGamesOfficial

    22 күн бұрын

    Thanks for the sub!

  • @simonsolinas9248
    @simonsolinas924819 күн бұрын

    Thanks, great video.

  • @theDarkerSan
    @theDarkerSan24 күн бұрын

    great job! how about treasure chests next and saving opened/found objects.

  • @ChristianOakLeaf
    @ChristianOakLeaf22 күн бұрын

    Hello, great video! You can add a "magnet" after they drop, to move them to the player if they drop too far.

  • @MichaelGamesOfficial

    @MichaelGamesOfficial

    22 күн бұрын

    That's a great idea!

  • @theDarkerSan

    @theDarkerSan

    22 күн бұрын

    that's easy, just put an area2D on the player and make a script pick the item when they collide

  • @CptTiki

    @CptTiki

    Күн бұрын

    @@MichaelGamesOfficial That patented game juice you speak of! maybe it swirls a bit as it gets closer.. make the little things fun!

  • @McHumaty
    @McHumaty24 күн бұрын

    8:40 Imagining that I have a data of 100 items in my game, is there an easier way to make this addition or would I have to do it manually for 100x?

  • @TwiiK

    @TwiiK

    23 күн бұрын

    Many A(RPG)s use drop tables or loot tables. If you are using the Godot Inspector to set it up it of course wouldn't solve your problem of having to do tall of that 100 times, but at least you would only do it once per table and then you could assign the tables to monsters or zones or biomes or whatever you needed. You could also consider making your loot tables in Excel or Google Sheets and then parse the data from CSV for example if you know you're going to have a ton of stuff. That would be a fairly straightforward way of creating random items as well. You just have a bunch of tables of prefixes and suffixes and some item base types and then you just assemble the item when it is dropped at runtime based on the item data tables. I know Diablo 2's entire item system is described in great detail along with all of their tables somewhere on the internet. I was recreating that system in Unity many years ago. Having the data outside of Godot is a nice way of allowing anyone to edit it as well, even modders. Or you would make a different tool in Godot for maintaining a lot of items in a faster and easier way of course. You build and scale your tools to your needs. Disclaimer: I have no experience with Godot's editor tooling, but I assume it can allow you to do similar things to Unity.

  • @McHumaty

    @McHumaty

    23 күн бұрын

    @@TwiiK huuum, ok. Thanks a lot.

  • @MichaelGamesOfficial

    @MichaelGamesOfficial

    23 күн бұрын

    TwiiK's comment is great! I haven't built a system to make it easier, but, as he mentions if the volume of items is really immense, spreadsheets or databases are often used. I'm not an expert in this specific topic though, and would love to hear other thoughts. It does make it important to have a solid design in mind. If you have defined all the requirements for your items/inventory up front, then there is minimal (if any) need for massive revisions.

  • @gok-omer
    @gok-omer21 күн бұрын

    What do you use to save the data of the loot or inventory?

  • @MichaelGamesOfficial

    @MichaelGamesOfficial

    20 күн бұрын

    My previous videos cover the inventory system used here in full detail. You may want to check those out :) Episode 18 covers the Save & Load, but 16 and 17 each cover other aspects of the inventory system: E16 /// Resource Based Inventory System (part I) : kzread.info/dash/bejne/g6WHk82MoNiegMo.html E17 /// Pickup & Use Items: kzread.info/dash/bejne/ooJ11LCBaaqaYqQ.html E18 /// Save & Load Items - Inventory (part III): kzread.info/dash/bejne/mqKFp5iGYaubcto.html