Logic Nodes Tutorial for simple FPS controller [no longer recommended]

Yeah, as someone who hated the experience of trying to figure out coding (be it Python, Godot’s scripting language and more) I loved logic bricks. I loved how easy it was to pick up, string together a couple of things and get something basic working. That said, the moment I got my first game to the point where it was nothing more than jumping on a couple of animated enemies, I found that logic bricks got nightmarish. I would often have to string together chains of things by setting up signals or variables, and then iterating through a bunch of steps, each visible only one at a time. I got used to it, and pushed the BGE further in my games than they really should have been pushed, but it drove me crazy not being able to just look at the whole logic tree at once because it had to be split up into distinct groups of three bricks.

I’m new here, but as a non-coding artist, I’ve so far found the log nodes system vastly easier than Godot’s visual scripting nodes, and at the same time, vastly more powerful and straight forward than BGE’s logic bricks. There’s still some questions and some node settings I’d like to see (global/local co-ordinates toggle on all nodes that translate/force/impulse), but the foundations look great. Holy cow it’s nice to have a real renderer that doesn’t choke with over 4 skinned characters / 20,000 polys onscreen, too…

3 Likes