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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

Back to naming things

Let’s have another look at how to name variables, functions, and classes. Picking the right name for any of these is very important as it will make understanding the code way easier.

Naming conventions

As we saw in Chapters 3 and 4, variable, function, and class names have different constraints. We used specific rules to name each. These ways are called naming conventions. They give a term to how we want to constrain the formation of names. The three main naming conventions that are recommended in the GDScript style guide are as follows:

  • snake_case: We have used this naming convention to name all our variables and methods. It is called snake_case because each word is connected by an underscore, which looks like a little snake. Example names could be the following: player_health, movement_speed, and weekly_highscore.
  • SCREAMING_SNAKE_CASE: This is the convention we use to name constants. It is exactly the same as snake case, only all the...

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