March 26th, 9:00 AM. UI elements. Chris took the initiative. "Okay, buttons. We need buttons."
He dragged a Button node into his scene. Max showed him how to connect its pressed signal to a GDScript function. He made a button that, when clicked, changed a label's text.
Tyrone experimented with different button styles, changing colors, fonts, and adding hover effects. He discovered the Theme resource, allowing for consistent styling across the UI.
Max delved into the intricacies of signal connections, learning how to pass data between nodes. He created a system where clicking one button affected multiple other UI elements.
By 9:00 PM, they had a simple menu screen with functional buttons. It wasn't pretty, but it worked.
"Signals," Max said, "are powerful. Like...invisible wires connecting everything." He understood the signal system and could create complex interactions.
Chris nodded. "I can see how we'd build a whole menu system with this." He could create basic UI layouts and connect buttons to actions.
Tyrone was pleased with the visual polish he'd added. "It's starting to look like a game." He felt comfortable styling UI elements and understood the basics of theme management.
March 27th. Level design. Chris opened a new scene and added a TileMap node. "Okay, let's build a world."
He imported a tileset, a collection of images that could be "painted" onto the grid. He started creating a simple platformer level, laying down ground tiles, platforms, and obstacles.
Max experimented with adding collision shapes to the tiles, making them solid. He learned about StaticBody2D and KinematicBody2D, the building blocks of physics in Godot.
Tyrone focused on the aesthetics, choosing tiles that created a visually appealing environment. He learned about tile layers, allowing for foreground and background elements.
By 9:00 PM, they had a basic level layout. It was rough, but it was playable.
"TileMaps are amazing," Chris said. "So much faster than placing individual sprites." He understood the basics of TileMap creation and level layout.
Max was excited about the physics possibilities. "We can make platforms move, create traps, all sorts of things." He could add collision shapes and understand the basics of physics body types.
Tyrone nodded. "And it looks pretty good, even with just a few tiles." He was able to use and combine various of tiles to creating a good visual basic level.
Another two days, another two milestones. The pieces were starting to fit together. They were building a game, one step, one concept, one day at a time.