Dev Log: The Journey to a Scythe System
During my recent work on the survival game, I encountered an interesting technical challenge that forced me to rethink my approach to weapon animations. The scythe weapon system started as a seemingly straightforward implementation but revealed the limitations of traditional animation methods.
The Animation Player Conundrum
My initial approach used Godot's AnimationPlayer for the scythe's swinging motion. In theory, this seemed like the obvious choice - AnimationPlayer is designed for precisely this kind of work, offering keyframe-based animation control. However, I quickly ran into several issues.
The first problem emerged when trying to create dynamic modifications to the swing based on upgrades. The AnimationPlayer system, while powerful for pre-defined animations, proved rigid when dealing with runtime changes to timing, arc size, and scaling. Each upgrade would require generating new animation data on the fly, a complex and potentially error-prone process.
Furthermore, the scythe exhibited an unnatural wobble at the end of its swing. The keyframe interpolation, while normally excellent for character animations, created unexpected movement artifacts when applied to a weapon that needed precise control over its rotation and scale.
The Tween Solution
The breakthrough came when I switched to a programmatic animation approach using Tweens. Rather than fighting against the AnimationPlayer's keyframe system, Tweens allowed me to directly control the mathematical curves of the scythe's movement.
This shift fundamentally changed how I could handle the weapon's behavior. Each swing became a series of precisely controlled transformations: anticipation pull-back, initial burst, main swing arc, and follow-through. The Tween system made it trivial to modify these phases independently, crucial for implementing upgrades that affect swing speed or arc size.
The solved wobble issue was an unexpected benefit. By having exact control over the scythe's properties during the entire swing animation, I could ensure smooth transitions between phases and a clean finish to each swing. The Tween's easing functions provided the natural-feeling acceleration and deceleration that had eluded me with the AnimationPlayer.
Dynamic Upgrades Made Possible
The switch to Tweens opened up new possibilities for weapon upgrades. Instead of trying to modify existing animations, I could now dynamically adjust any aspect of the swing. The arc width upgrade, for example, simply required changing a few angle calculations in the Tween sequence. Speed modifications became a matter of adjusting duration values while maintaining the same smooth movement curves.
Most importantly, these modifications could be applied instantly and cleanly, without the need to regenerate animation data or worry about interpolation artifacts. This made the upgrade system feel responsive and impactful, as players could immediately see and feel the differences in their weapon's behavior.
Lessons Learned
This experience taught me an important lesson about choosing the right tool for the job. While AnimationPlayer excels at character animations and pre-planned sequences, some gameplay elements benefit from more direct, programmatic control. The key was recognizing when to step away from the conventional approach and embrace a solution that better suited the specific requirements of a dynamic weapon system.
The success of the Tween-based implementation has influenced how I think about similar gameplay elements going forward. Sometimes, the obvious solution isn't the best one, and being willing to experiment with alternative approaches can lead to better results.
Looking ahead, this more flexible foundation opens up possibilities for even more creative weapon modifications and combat mechanics. The clean, programmatic control over the scythe's movement provides a solid base for future expansions to the combat system.
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Vampire Survivor derivate, which I hope will be atleast half the fun of the original game
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