SirLich, How do you do visuals for component based systems in #godotengine ?
I've been having a lot of success putting behavior into components, usually with a minimal 'ai' at the root holding everything together.
Visuals seem a bit finicky though. I'm talking about things like damage particles, death effects, on-hover effects, animations, etc.
Any strategies for minimizing duplication of effort when doing visuals for component based entities?