Region trigger architecture

Godot Version

4.6

Question

I am planning to make a huge metroidvania game sometime in the future. What is the proper architecture to manage scripts for invisible region triggers all over the map? How do I organize all the functions that the region triggers?

Also I am new to Godot. Please point me to some material for scalable design patterns in godot or gamedev in general.

Hey! If you’re a newbie to Godot, I would highly suggest you start with something small, like an arcade game, and then work your way upwards until you finally get the hang of Godot.

But if you’re planning to go long-term for your metroidvania project, practice by doing one room, one door, and one key, use Area2D signals such as body_entered and body_exited, and create an Autoload script that handles all of the game data, like a GameManager.gd script.

Really, I would suggest watching a quick YouTube tutorial on how to even make a small metroidvania game, but glad I could help with my advice!

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I have covered the youtube phase - not that new. I am now quite comfortable with a small game. Just trying to apply those design principles there in my demo project before starting a big one. GameManager, LevelManager etc. coordinated these as well to the best of my knowledge. Optimized stuff for performance (compared metrics) wherever possible. Comfortable with signals as well. I was specifically struggling with that problem. And any lead to some good architecture resource is appreciated.