Husky Game Dev's entry to Global Game Jam 2026!
All created assets for the game should go in this folder, organized by name.
Example: A door sprite would go into res://assets/door/door_sprite.png
All script files should go in this folder, organized by name.
Example: A door script would go into res://scripts/door/door.gd
Written by James / mykoala, adapted by Caeden
- "My Text File.txt"
+ "my_text_file.txt"Reason: Consistency, following official Godot guidelines.
- my_cool_resource.res
- epic_scene.scn
+ my_cool_resource.tres
+ epic_scene.tscnReason: Files in binary do not work nicely for Git / version control.
- "My Epic Variable"
- MyEpicVariable
- My_Epic_Variable
- myEpicVariable
+ my_epic_variableReason: Consistency, following official Godot guidelines.
- class_name my_custom_class
- class_name myCustomClass
+ class_name MyCustomClassReason: Consistency, following official Godot guidelines.
- var private_variable: bool = false
+ var _private_variable: bool = trueReason: GDScript does not have access modifiers, so underscore prefixes are Godot's official guidelines.
- str_name
- k_constant
- p_parameter
- g_global_variable
+ name
+ constant
+ parameter
+ global_variableReason: We're not writing C in the 90s.
- var il_koalas: bool = false
+ var i_love_koalas: bool = trueReason: Readable code is generally more readable than unreadable code, even if it takes a few more characters to type.
- var foo = 0
+ var foo: int = 1Reason: Statically typed code is more readable and safer in GDScript.
- var name: String = "custom" # Already defined in base Node class!
+ var custom_name: String = "custom" # Much better.Reason: Variable shadowing can lead to messy and unintuitive code.
- @export var foo: int = 0
+ @export
+ var foo: int = 0- @tool class_name MyClass
+ @tool
+ class_name MyClassReason: Some annotations can get very long. Also a common code standard among other languages like C#.