Hello all,

I’m new to Godot and game development in general, though I have a solid programming background. I’m working on a 2D pixel art fishing game where everything takes place in a single side-view scene. The player controls a stationary character who can cast and reel in, while various fish appear underwater.

Given that there's no movement or object interaction beyond fishing actions, I’m wondering how best to set up the scene. Should most elements just be static art assets, or would it make sense to structure it differently in Godot to make the fishing interactions feel more dynamic?

Any insights or tips on game making in general would be greatly appreciated, especially for a simple game like this! Thanks in advance!

  • xyz replied to this.

    jayster5 A typical approach in Godot is to make each game entity a scene, and then assemble those scenes in the main game scene, either by manual instantiation in the editor and/or runtime instantiation via script code. Scenes are really the main high-level building blocks in this engine.

      xyz Oh ok that makes more since. So in my case I would really only have two scenes (the player and the fish) and everything else would just be apart of the background art, right?

      • xyz replied to this.

        jayster5 Yeah, that sounds like a good start. You can always turn more stuff into scenes later as you develop the thing and add new elements to the game. Every element that will appear multiple times and has at least some functionality can (and ultimately should) be made into a scene, even if it's just a piece of background, for example a cloud that scrolls on the sky...

          xyz Awesome! Thanks so much. I have one more question. I want to create a camera effect that pans downward, following the fishing hook as it descends into the water. Is there an easy way to implement an "infinite" vertical background so the hook can keep going deeper without hitting a limit?

          • xyz replied to this.

            jayster5 Sure, but it really depends on what this background consists of. You can use seamlessly repeating texture and just offset its UV in a shader, or instantiate/delete background elements as the camera pans along, or the combination of those... For a more specific advice it'd be good to see a visual mockup of what exactly you have in mind.

              xyz Ok I will look more into that when I get further along. Thanks so much!!