>>36518 (OP)Jewtube guides are your friend. Also you could skim through github for someone else's projects and adapt their raisin to your needs. GODOT's GDScript is piss easy to learn on your own (if you know Python raisin, GDScript is 99% of Python synthax) or by looking at someone else's code.
Or you can go into vibecoding territory. But remember, GODOT can easily start choking from literally anything, so if you vibecode, at least check the code yourself and fix bullshit on your own instead of fully trusting AI shit
Anyway, simple rundowns without going too much into details (again, use tutorials nigga, and idek if you're making a 2D or 3D project, both need a slightly different approach)
be warned, hueg wall of perhaps useless text that'll only give you some directions
>how to make enemiesmake a separate scene
attach a collision shape
attach two raycasts, one raycast will serve as detecting player's collision, another raycast will do damage if player's collision is detected
attach a script to the scene, in that script write two values at the top "damage" and "health"
write a function for the first raycast that detects players collision and chases the player
write another function for the second raycast that'll detect players collision and decrease player's health variable (if you have it setup in your player controller as something like "playerhealth = 100" by the damage variable you wrote earlier
super simple and super shitty way of setting up a simple AI
save and just drag and drop enemy scenes onto your map (you can setup spawners that'll automatically call these scenes into your map later)
>shoot bulletsmake a separate scene, it'll serve as a weapon scene that you will attach to your player controller
attach a raycast
in the code at the top write a damage variable, write a function for the raycast that will respond to your LMB key press (something like on_action_pressed = "LMB", i don't remember, it's been a while since I used GODOT), write a simple formula in it like "health - damage"
again, a simple raycast solution, for projectiles the approach is super different and a raycast2D/3D won't work
attach the scene to your player controller (shit way if you want weapon switching, good if player is intended to only use one gun)
>health in godotin the scripts for your enemy and player scenes, just write a health variable, it's as simple as that really
I would separate variables though, for player health make a variable "playerhealth" and for enemy health write "health"
because if your simple setup for collision detection goes wrong and every health variable is called "health" enemies might start damaging other enemies (not a problem if you want infighting or enemies being a hazard to each other geg)