@FirebelleyGames

I hope you enjoyed this code review! What was your biggest takeaway from this video? Leave a comment!

Please check out the developer's socials in the description. If you want to submit your game for review, please use this link: https://forms.gle/w7uY9GFF1BnpuMnu6

If you like my teaching style and want to learn more about Godot, check out my Udemy courses:
GDScript: https://www.udemy.com/course/create-a-complete-2d-arena-survival-roguelike-game-in-godot-4/?referralCode=D91CF9C0F7D88DC90108
C#: https://www.udemy.com/course/create-a-complete-grid-based-puzzle-game-godot-4-c-sharp/?referralCode=583E7520335B671CDBC6

Thanks everyone for your support! If the reception is good, I'll be continuing this series.

@toastyboi7302

My biggest complaint with almost all of the tutorials and videos out there is that they are all so contrived and in perfectly set up small projects, I've been desperately wanting to see how a large real project fits together and how other devs are structuring their scenes, trees, and code, and this is absolutely perfect and exactly what I've been wanting. Thank you!

@Oxeron

Hello, I'm the developer of AlixRPG and I wanted to thank you very much for this code review! All the information you share are high valued, and I sure will make some ajustements (especially the way I find my player node in each level, I was wondering if it was best to use group or access by unique name...). I chose components approach thanks to your video "Using Composition to Make More Scalable Games in Godot" 2 years ago 🥰. I learned a lot thanks to the godot community, and it's a pleasure to share some of this knowledge with others. As you said, there is not one way of doing things, but multiple solutions with pro and cons. Thanks again for sharing your knowledge and your time 🤟

@wellhellotherekyle

I love code reviews, I learn so much. Thanks for doing these and please give us more!!

@Juke172

Very good video! Please do more. What I learned from this: 
1. Organize files well. 
2. You can color folders. 
3. You can add custom icons to nodes. 
4. Maybe don't use much inheritance in nodes, component system should work just fine. Some Templating is ok. 
5. You can press F to focus and center node in the scene-view. 
6. Then again inheritance is ok for stages where you have similar type of stuff whenever you create new one. 
7. Use test-rooms if you need to. 
8. Beehave-plugin changes behaviour logic to nodes. 
9. Using groups is a fast way to get node from the scene as it is a Hashmap actually. And avoid using find_child() as it is recursive and slow in big project scene. 
10. Beehave behaviour tree in debug mode could be useful if going that route. 
11. Statemachine way of doing things, this is how I actually do it.
12. Using code for handling states than multiple nodes can be simpler, cleaner and easier to read and manage.

@TheGabmeisterX

This is the type of video that we need more of. More code reviews please!

@fshoef

This is genuinely one of the most practically useful Godot videos available on Youtube. I love how you caveated that everything is up to the dev and what works for them. Its is so so helpful to hear perspectives from a clearly experienced game dev and it helps beginners like me understand what a "good" approach to a problem looks like. Subscribed to see more of this type of video!!

@uheartbeast

Loved this video. I didn't know about the show owners option in the file system and I also didn't know that groups were hashmaps under the hood. I probably need to be using groups more often that I currently am.

@bitbraindev

Thank you for this video. It clearly demonstrates why state machines are often a better choice than behavior trees unless their specific strengths are needed. Behavior trees tend to introduce complexity that a state machine can often manage more directly. As the maintainer of Beehave, I appreciate videos that also address the limitations and don't only highlight advantages. In my own project, I started with a state machine, but as NPC behavior and scheduling grew more complex, I switched to behavior trees to prevent an increasingly unmanageable web of state dependencies. It's great to see this kind of code review - very inspiring.

@__se7entin__

OMG THIS IS EXACTLY WHAT I WANTED. God knows how long I've been trying to find out what large projects in Godot should look like. thank you so much. instant sub

@alexwilkinsgames

Been working as a web dev for a while and I love hearing how you as a dev should consider trade offs when approaching a solution to a problem and your video exemplifies that so well. So glad I subbed.

@Vanix9696

5:46 - 5:59

^ the golden rule of software development advice right here. Nothing is truly "wrong" in software, its just a matter of knowing the impact of the applied solution to some given problem, and how that hinders or helps development going forward. Great review!

@wk44

It's the first video of yours that I watch, I definitely enjoyed it a lot, good feedback and a lot of knowlegde. The code review format makes it quite engaging. I lo´it. Also, very good project reviewed, I wish my game looked like this neatly organised XD

@chaelandrade

This is an incredible lesson. Please do more videos in this format.

@didhack

Just discovered your channel and looking forward future Code Reviews!

@FireMagicCat

I like the format of the video and the idea.
Not having much experience in Godot didn't help with a biggest takeaway.
But I would say the inheritance/composition tradeoffs are interesting. Have never thought this way.
Thank you for the video and insights.

@jdrewlayton

I hope you do a lot more of these in a series. Very informative for and gives some much context beyond little tutorial builds.

@TheMrTka4

I'm really excited that you've started doing code review videos!

I can agree with another commenter: it's a bit lacking in reviewing real cases, real projects. I want to comment to support this video as well, so that you will definitely continue this endeavor :D

I regularly revisit the Composition over Inheritance video when I go back to my game development on Godot. I love the methodology so much, but there's no way I'm going to start making a game properly and I can't build a development methodology yet.

I was glad to hear some addition to composition today, in terms of having game characters scripted and having everything in one place because it's easier to view.

Lately I've been seeing posts on forums glorifying simple code with less OOP fanaticism. This fanaticism usually only leads to the fact that code viewability degrades many times. And I understand these tendencies in this respect. I have some conjectures that it might be a good idea to transfer this practice to my own game development.

Sometimes I make some principles into absolutes that are not compatible with reality. I hope game authors won't be shy about sharing their projects if they are different from “composite” development, to see the different spectrums of projects on Godot.

By the way, Ludum Dare 57 recently passed, there were a lot of Godot games in the Compo category (where the rules say source code is attached), would love to see your impressions of the jam games (if you have time). Though it's worth noting that it was all done in a hurry, but I think you can find some good practices to review there.

Thanks again for the video you've just made! Really happy to see your growth!

@Atenvardo

Amazing, one thing I love seeing is large projects and how they structure their projects in general, from code, to nodes, just the whole architecture.

@welstatt

Great video! Very interesting to see how other folks organize more complex projects