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Learning GDScript by Developing a Game with Godot 4
By :

Learning GDScript by Developing a Game with Godot 4
By:
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)
Preface
Part 1:Learning How to Program
Chapter 1: Setting Up the Environment
Chapter 2: Getting Familiar with Variables and Control Flow
Chapter 3: Grouping Information in Arrays, Loops, and Dictionaries
Chapter 4: Bringing Structure with Methods and Classes
Chapter 5: How and Why to Keep Your Code Clean
Part 2: Making a Game in Godot Engine
Chapter 6: Creating a World of Your Own in Godot
Chapter 7: Making the Character Move
Chapter 8: Splitting and Reusing Scenes
Chapter 9: Cameras, Collisions, and Collectibles
Chapter 10: Creating Menus, Making Enemies, and Using Autoloads
Chapter 11: Playing Together with Multiplayer
Part 3: Deepening Our Knowledge
Chapter 12: Exporting to Multiple Platforms
Chapter 13: OOP Continued and Advanced Topics
Chapter 14: Advanced Programming Patterns
Chapter 15: Using the File System
Chapter 16: What Next?
Index
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