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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

Creating collectibles

Now, let’s create some collectibles for our hero to pick up. We’ll create two different collectibles:

  • A health potion, which will replenish the health of the character
  • A coin, which will add one gold to the player’s money

We’ll start off by creating a base collectible, from which we can easily implement the two different behaviors we want the two collectibles to have.

Creating the base collectible scene

The base scene and class that we will build to inherit each specific collectible is very important; it should cover the use case of all other collectibles that we want to create. So let’s start:

  1. Create a new scene called collectible.tscn in a new folder, parts/collectibles.
  2. Set up the scene as shown in Figure 9.18:
    1. Make the root node a Node2D and call it Collectible.
    2. Add an Area2D node and a Sprite2D as direct children.
    3. Add a CollisionShape2D to the area.
Figure 9.18 – The base scene structure for our collectibles

Figure...

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