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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

What are variables?

Secretly, under the hood, games are all about data. The position of the player character, the names of your teammates in an online match, the volume amount in the setting window, or the maximum distance a fireball can travel – these are all pieces of data that the game works with to create an experience users like to play.

For example, a player character’s position can change during play by pressing the arrow keys on a keyboard. The computer will take this input, calculate the new position, and show the player where their character is within the virtual world. The computer will do this in some capacity for every piece of data within the game. We will learn a lot more about how the computer does all of these calculations throughout the book, but first, we’ll have to learn about these little pieces of data, where they get stored on the computer, and how they are used while the game is running.

Within the code of a game, each of these pieces...

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