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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

Organizing scene files

Now that we have more files to worry about, we’ll have to start being smart regarding how we organize them. Let’s separate scenes into different folders that make sense for our project. This way, we’ll always know where to find something or save a new scene.

Add the following folders in the root folder of our project:

  • parts:
    • environment
    • player
  • screens:
    • game

The parts folder will contain all the scenes that are part of a different scene, such as the player, walls, enemies, collectibles, UI buttons, and so forth.

screens, on the other hand, will contain all scenes that can stand on their own, such as the game screen, full-screen menus such as the main menu or pause menu, and so forth. These scenes are made up of scenes from the parts folder.

At the beginning of the project, I gave you an assets folder. This folder is used to hold all the art assets, from sprites to animations and sounds.

Now, move all scenes and...

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