The development of Halls of Torment has taught us many lessons about making commercial games in Godot. In this talk we will take a deep dive into the games’ code and share our learnings about project structure, programming patterns, performance profiling, and many other technical topics.
With Halls of Torment being our first Godot-based commercial project, we’ve had to figure out how to accommodate all of our technical requirements in a timely manner. We’ve made a lot of mistakes, learned many lessons, and found a couple of best practices that we want to expand upon in future projects. How did we solve inter-object communication for modular entities? How did we profile the game and handle performance issues? What was the overall structure of the game? And what are the benefits of compiling your own Godot editor? In this talk we’d like to share some of our approaches to the technical problems we’ve been facing, some more successful than others.