Looking for advice: the right approach for a point & click adventure game?

Godot Version

4.6.2

Question

Hi everyone! I’ve made games before in other (simple) game engines but have decided to properly sit down and learn Godot. I’m still getting used to various concepts.

I’m making a point and click adventure game and I want to leverage the strengths of Godot’s paradigms to do things the right way, but after having completed the 2D tutorial project, I’m running into a roadblock.

Going through the docs, I was inspired by the scene tree diagrams. You know, like this one.

Seems useful, so I made my own scene tree diagram:

Seems simple enough in theory, but I’m struggling with a few things.

How I think it would work in theory:

  • You click on the “take” action button.
  • You click on an object in the room.
  • A take signal is emitted and the object’s take() function is run.
  • The take() function could emit a text signal to change the status text.
  • In the case of taking an item, it would also emit an addItem signal to interact with the inventory and add an item actually add an item to the inventory.

The reason I want to do things this way is because I could structure a template scene for the objects that just know how they would have to handle the game’s actions, with as little boilerplate for these objects as possible. I want to make generalized object scenes, drop them into generalized room scenes, and have it all work.

But… is this the right approach? I’m struggling getting the state to carry over from one object to another because of the degrees of separation so I keep falling back to adding some global state, but I would really prefer to avoid that. Am I going about this all wrong?

Sounds good.

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