-
Notifications
You must be signed in to change notification settings - Fork 0
Testing your Mod
- Switching to Dev Mode
- Utilizing the Cheat Menu
- Exploring the Remote Tree
- Testing Your Mod Zip Locally
- Testing Your Mod in Steam
- Additional Godot Debugging Tools
For effective development and optimization of your mod, frequent testing is a must.
In Game.tscn
, you'll find a variety of properties in the Inspector. One such property is Dev Mode
.
Once activated, Dev Mode
runs the game with many debugging options and development tools. This mode also bypasses the intro sequence once the map finishes loading.
Within Game.gd
's _ready()
function, you can adjust various startup defaults in Dev Mode
, like the default keeper or the scene that loads on startup. Use these settings to streamline your testing process.
func _ready():
...
if devMode:
...
loadout.keeperId = "keeper2"
...
StageManager.startStage("stages/title/title")
# StageManager.startStage("stages/intro/intro")
# StageManager.startStage("stages/landing/landing", [startData])
While in Dev Mode, pressing F1
during gameplay opens the cheat menu, which makes it easier to add gadgets, initiate enemy waves, accelerate mining, etc.
The Godot Engine offers a helpful feature called the Remote Tree
. By clicking on Remote
while the game runs, you can view the game's real scene tree.
The Remote Tree
allows you to view all nodes currently in the game, including your mod. In the Inspector, you can examine all real values or variables during runtime.
You can test the mod in the zip file by placing it into a folder named mods
in your Godot project (res://mods/
).
Test your mod via Steam by zipping your mod and placing it in the Steam Workshop folder in your Steam directory:
...\Steam\steamapps\workshop\content\1637320\
(1637320 is Dome Keeper's Steam game id)
Here, create a new folder with an unused name and place your mod's zip file. Now, when launching the game via Steam, your mod will appear in the list, allowing you to test it in Dome Keeper's live version.
Godot provides various tools for debugging your mod, from breakpoints to a call stack. To get an overview of these options, we recommend referring to the official Godot Engine documentation.