Hi!
I'm a somewhat novice coder who found a lot of success learning and dealing with Game Maker on the last few months. My plan is now to step into Godot.
I have a pretty solid workflow on Game Maker when it comes to creating Objects like enemies, if you already know how GMS please feel free to skip the following:
Game Maker Studio has a pretty simple approach to Parents and Child objects, every Child can only have one parent. The idea is that basically if you create a Parent, and then make a brand new child, the child will execute (as is) every code/event from the Parent.
If you create a "obj_monster_parent" that walks around and when it's in contact to the player, it blows up. If "obj_monster_child", as is it will just act exactly like the parent, unless you change things.
Game Maker is also built around events, so you can change individual events. So you can keep 90% of the events the same between parent and child, but just overwrite a variable in one specific event of the child object.
Now, here is where my question really begins.
My coding workflow on Game Maker is: I create the whole parent object with everything I want my monsters to do, but on it's Create Event, I make a empty function called "attack () { }". I then code everything else accordingly, and place this function call somewhere in my code, let's say "if (collision(obj_player,self)) attack()"
Then, on the child object Create Event I code the function properly. Once I run the game, everything is already there. Each individual child object calls it's own custom attack() function. And the rest of the code is exactly like the Parent. If I change something on the parent, it changes to all the children automatically.
Is this a workflow possible in Godot's IDE? I imagine that coding your own solutions to create objects on the fly, this would be more than possible. But is there a easy/direct way to do this in the IDE, like Game Maker Studio has?
Thank you!