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Godot C# The Ultimate Metroidvania Developer’s Guide

Godot C# The Ultimate Metroidvania Developer’s Guide

Learn Everything You Need To Create Your Metroidvania Dream Game

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What you'll learn

  • Creating a 2D side scrolling MetroidVania game in Godot using C#
  • Setting up Godot 3.x Tilemaps for Autotiling to build levels
  • Rope swinging
  • Rope traversing
  • 2D parallax background scrolling
  • Setting up character controller using the class state pattern
  • Setting up Inventory and Equipment
  • Setting up shop - buying and selling items
  • Equipping and unequipping items
  • Customizing gamepad and keyboard controls
  • Jump buffering
  • Coyote time
  • Corner correcting jumps
  • One-way platforms
  • Automatic Minimap
  • Advanced lifebar
  • Scene transition
  • Pause game menu
  • Settings menu
  • Opening chests
  • Bow and arrow
  • Wall crawler AI
  • Camera setup
  • And much more....

Metroidvania games are popular for their connected worlds, challenging gameplay, and exploratory nature. With the versatility of Godot Engine and the powerful C# scripting language, developing your own Metroidvania masterpiece is now easier than ever. This guide will lead you through the key components of designing and building a Metroidvania game using Godot and C#.

Why Select Godot and C# for Your Metroidvania?

Godot is an open-source, lightweight, and feature-rich game engine ideal for both 2D and 3D development. When used alongside C#, developers experienced with .NET languages can use their skills to create strong and maintainable game logic. The main benefits include:
  • Intuitive Node System: The scene and node system in Godot simplifies the structuring of complex Metroidvania levels.
  • 2D Optimization: Godot is highly effective for 2D game development, offering tools like tilemaps, animation trees, and physics systems specifically designed for Metroidvania titles.
  • C# Advantages: C# provides type safety, strong object-oriented programming capabilities, and access to .NET libraries.
  • Open Source: You can modify the engine to suit your game's needs.
  • Cross-Platform Export: Easily deploy your game on PC, console, and mobile devices.
  • Core Features of a Metroidvania
  • Before starting development, it is essential to grasp the fundamental elements of a Metroidvania game:

Exploration and Nonlinear World Design:

  • Interconnected areas featuring shortcuts and locked paths.
  • Progression based on acquiring new abilities or items.

Platforming and Combat:

  • Precise platforming mechanics.
  • Combat that evolves as the player gains new weapons or skills.

Progression and Abilities:

  • Gating systems that depend on upgrades (e.g., double jump, wall climb).
  • A feeling of growth through exploration.
  • Engaging Story and Atmosphere:
  • A mysterious world rich in lore and featuring memorable characters.
  • Setting Up Your Project

1. Installing Godot with C#

Download Godot Mono, which includes C# support, from the official Godot website. Make sure that you have the necessary .NET SDK installed for your platform.

2. Project Structure

Having a well-organized project structure is important for scalability. Here is a suggested layout for a Metroidvania project:

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- ProjectRoot/
 - Player/
  - Player.gd
  - Player.tscn
  - Abilities/
 - Enemies/
  - Enemy.tscn
  - AI/
 - Levels/
  - Level1.tscn

  - Level2.tscn

 - Assets/
  - Sprites/
  - Sounds/
 - Scripts/
  - Utilities/

3. Configuring the Game

In Godot's Project Settings, adjust the settings for 2D games:

Enable VSync to ensure smooth visuals.

Set a custom window resolution (e.g., 1280x720).

Use the 2D stretch mode for pixel-perfect rendering.
Establishing Essential Systems

1. Player Movement

Begin by creating a Player scene that uses a KinematicBody2D node as the main element. Include a Sprite for visuals, a CollisionShape2D for physics interactions, and link a C# script (Player.cs).

Sample C# Script for Player Movement:

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using Godot;

public class Player : KinematicBody2D

{

  [Export] public int Speed = 200;

  [Export] public int JumpForce = -400;

  [Export] public int Gravity = 900;

  private Vector2 _velocity = Vector2.Zero;

  public override void _PhysicsProcess(float delta)

  {

    _velocity.y += Gravity * delta;

    if (Input.IsActionPressed("ui_right"))

      _velocity.x = Speed;

    else if (Input.IsActionPressed("ui_left"))

      _velocity.x = -Speed;

    else

      _velocity.x = 0;

    if (IsOnFloor() && Input.IsActionJustPressed("ui_accept"))

      _velocity.y = JumpForce;

    _velocity = MoveAndSlide(_velocity, Vector2.Up);

  }

}

2. Camera and Scene Transitions

Attach a Camera2D node to your player for responsive tracking. Make sure to use the Current property to keep it following the player.

For scene changes, use Godot's ResourceLoader to load new levels:

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public void LoadLevel(string levelPath)

{

  GetTree().ChangeScene(levelPath);

}

Creating the Environment

1. Level Design with Tilemaps

Use a TileMap node to create your levels. Import tilesets and set up navigation layers for better pathfinding. Incorporate collision shapes within the tiles to reliably add physics.

2. Interconnected Map

Divide your world map into sections. Use Area2D nodes to assist scene transitions. Save the player's progress and location through Godot's built-in File class:

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public void SaveGame(Vector2 playerPosition)

{

  var saveData = new Godot.Collections.Dictionary

  {

    {"player_position", playerPosition}

  };

  var file = new File();

  file.Open("user://save_game.json", File.ModeFlags.Write);

  file.StoreString(JSON.Print(saveData));

  file.Close();

}

3. Ability Gating

Design certain areas that require specific skills to access. For instance, a high ledge may only be reachable after acquiring a double jump:

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if (hasDoubleJump && Input.IsActionJustPressed("ui_accept") && !IsOnFloor())

{

  _velocity.y = JumpForce;

}

Enemies and AI

1. Basic Enemy AI

Create an Enemy scene using KinematicBody2D. Implement a straightforward patrol behavior:

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public class Enemy : KinematicBody2D

{

  [Export] public int Speed = 100;

  private Vector2 _velocity;

  public override void _Ready()

  {

    _velocity.x = Speed;

  }

  public override void _PhysicsProcess(float delta)

  {

    _velocity = MoveAndSlide(_velocity);

    if (IsOnWall())

    {

      _velocity.x *= -1; // Change direction upon collision

    }

  }

}

2. Combat System

Detect interactions between the player and enemies using Area2D signals. For example:

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private void _on_Hitbox_area_entered(Area2D area)

{

  if (area.IsInGroup("Player"))

  {

    // Apply damage to player

  }

}

Progression System

1. Experience and Leveling Up

Keep track of the player's experience and level:

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private int experience = 0;

private int level = 1;

public void GainExperience(int amount)

{

  experience += amount;

  if (experience >= level * 100)

  {

    level++;

    // Enhance stats or release new abilities

  }

}

2. Inventory System

Manage items and upgrades through an inventory system that uses a custom class:

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public class Inventory

{

  public Godot.Collections.Array<string> Items = new Godot.Collections.Array<string>();

  public void AddItem(string item)

  {

    if (!Items.Contains(item))

      Items.Add(item);
  }

}
Enhancing the Gameplay Experience

1. Energetic Soundtrack

Use an AudioStreamPlayer to switch tracks dynamically according to the player’s location.

2. Detailed Map

Offer a minimap or an in-depth world map. Employ Viewport nodes to render the map in real time.

3. Saving and Loading

Enable players to save and reload their progress. Save game state using JSON files:

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public void LoadGame()

{

  var file = new File();

  if (file.FileExists("user://save_game.json"))

  {

    file.Open("user://save_game.json", File.ModeFlags.Read);

    var data = JSON.Parse(file.GetAsText()).Result as Godot.Collections.Dictionary;

    // Restore player position, inventory, etc.

    file.Close();

  }

}

Polish and Optimization

Lighting and Effects: Use Light2D nodes and shaders to enrich the game's atmosphere.

Optimize Physics: Minimize unnecessary calculations by turning off physics for inactive scenes.

Playtesting: Regularly test to maintain balance and ensure a smooth gameplay experience.

Conclusion

Creating a Metroidvania game in Godot using C# is an enriching journey that merges creativity with technical ability. By concentrating on precise mechanics, engaging progression systems, and immersive design, you can develop a game that resonates with players. This guide offers the foundational knowledge needed to commence your project, but always remember that the essence of a great Metroidvania lies in your unique ideas and ongoing improvements. Best of luck, and happy developing!

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