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  • Book Overview & Buying Learning GDScript by Developing a Game with Godot 4
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Learning GDScript by Developing a Game with Godot 4

Learning GDScript by Developing a Game with Godot 4

By : Vanhove
4.8 (10)
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Learning GDScript by Developing a Game with Godot 4

Learning GDScript by Developing a Game with Godot 4

4.8 (10)
By: Vanhove

Overview of this book

In the digital landscape driven by interactive experiences, the demand for creative individuals with the skills to create captivating games has never been higher. Written by Sander Vanhove, a seasoned game developer with over 20 games to his credit, this book will serve as your entry point into game development, showing you how to leverage the powerful features of the open-source, versatile GDScript 2.0 to develop your ideas, from simple platformers to complex RPGs. Whether you're an aspiring game developer, a hobbyist seeking a creative outlet, or simply someone intrigued by the world of game programming, this book will guide you through the intricacies of the Godot 4 game engine. Starting with a primer on the fundamentals of programming, you’ll cover everything from data to logic, while familiarizing yourself with Godot’s built-in tools such as the physics engine, navigation, and cameras. As you progress, you’ll unlock deeper insights into more advanced tools that will take your programming to the next level. Aided by easy-to-follow step-by-step tutorials, examples, exercises, and experiments, you’ll seamlessly integrate this newfound knowledge to create a Vampire Survivor-like game from scratch. By the end of this book, you’ll have become proficient in leveraging the Godot 4 game engine to bring your gaming visions to life.
Table of Contents (22 chapters)
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1
Part 1:Learning How to Program
7
Part 2: Making a Game in Godot Engine
14
Part 3: Deepening Our Knowledge

Using saved scenes

Because we will use only one player in the game, we are not going to reuse the player scene multiple times. However, we will want to reuse the rocks and walls within the arena. Follow the steps in the Saving a branch as a new scene section to separate one boulder into a new scene:

Figure 8.8 – The boulder.tscn scene

Figure 8.8 – The boulder.tscn scene

Now, let’s reuse this new scene in our arena as the default rock:

  1. Go back to the main scene. Remove all the rocks from the scene; we don’t need them anymore.
  2. Select the Arena node. By doing so, everything we add will be added as a child of this node.
  3. Now, drag and drop the boulder scene from FileSystem into the 2D editor. You will see the visual of the boulder pop up while you’re still dragging it around:
Figure 8.9 – Dragging and dropping the boulder.tscn scene into the main scene tree

Figure 8.9 – Dragging and dropping the boulder.tscn scene into the main scene tree

Now, you can do the same for the inner walls in the...

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