Godot Engine game development projects build five cross-platform 2D and 3D games with Godot 3.0

Godot Engine Game Development Projects is an introduction to the Godot game engine and its new 3.0 version. Godot 3.0 brings a large number of new features and capabilities that make it a strong alternative to expensive commercial game engines. For beginners, Godot offers a friendly way to learn gam...

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Detalles Bibliográficos
Otros Autores: Bradfield, Chris, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham : Packt Publishing 2018.
Edición:1st ed
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009630428306719
Tabla de Contenidos:
  • Cover
  • Title Page
  • Copyright and Credits
  • Dedication
  • www.packtpub.com
  • Foreword
  • Contributors
  • Table of Contents
  • Preface
  • Chapter 1: Introduction
  • General advice
  • What is a game engine?
  • What is Godot?
  • Downloading Godot
  • Alternate installation methods
  • Overview of the Godot UI
  • Project Manager
  • Choosing filenames
  • Editor window
  • About nodes and scenes
  • Scripting in Godot
  • About GDScript
  • Summary
  • Chapter 2: Coin Dash
  • Project setup
  • Vectors and 2D coordinate systems
  • Vectors
  • Pixel rendering
  • Part 1 - Player scene
  • Creating the scene
  • Sprite animation
  • Collision shape
  • Scripting the Player
  • Moving the Player
  • About delta
  • Choosing animations
  • Starting and Ending the Player's Movement
  • Preparing for collisions
  • Part 2 - Coin scene
  • Node setup
  • Using groups
  • Script
  • Part 3 - Main scene
  • Node setup
  • Main script
  • Initializing
  • Starting a new game
  • Checking for remaining coins
  • Part 4 - User Interface
  • Node setup
  • Anchors and margins
  • Message label
  • Score and time display
  • Containers
  • Updating UI via GDScript
  • Using buttons
  • Game over
  • Adding the HUD to Main
  • Part 5 - Finishing up
  • Visual effects
  • What is a tween?
  • Sound
  • Powerups
  • Coin animation
  • Obstacles
  • Summary
  • Chapter 3: Escape the Maze
  • Project setup
  • Project organization
  • Inheritance
  • Character scene
  • Animations
  • Collision detection
  • Character script
  • Player scene
  • Player script
  • Enemy scene
  • Optional - turn-based movement
  • Creating the level
  • Items
  • TileSets
  • Creating a TileSet
  • TileMaps
  • Level script
  • Adding more levels
  • Game flow
  • Start and end screens
  • Globals
  • Global script
  • Score
  • Saving the High Score
  • Reading and writing files
  • Finishing touches
  • Death animation
  • Sound effects
  • Summary.
  • Chapter 4: Space Rocks
  • Project setup
  • Rigid body physics
  • Player ship
  • Body setup and physics
  • State machines
  • Controls
  • Screen wrap
  • Shooting
  • Bullet scene
  • Firing bullets
  • Rocks
  • Scene setup
  • Variable size
  • Instancing
  • Exploding rocks
  • Explosion scene
  • Adding to Rock
  • Spawning smaller rocks
  • UI
  • Layout
  • UI functions
  • Main scene code
  • Player code
  • Game over
  • Detecting collisions between physics bodies
  • Pausing the game
  • Enemies
  • Following a path
  • Enemy scene
  • Moving the Enemy
  • Spawning enemies
  • Enemy shooting and collisions
  • Additional features
  • Sound/music
  • Particles
  • Enemy trail
  • Player shield
  • Summary
  • Chapter 5: Jungle Jump (Platformer)
  • Project setup
  • Introducing kinematic bodies
  • Collision response
  • move_and_collide
  • move_and_slide
  • Player scene
  • Collision Layer/Mask
  • Sprite
  • Collision shape
  • Shapes
  • Animations
  • Finishing up the scene tree
  • Player states
  • Player script
  • Player movement
  • Testing the moves
  • Player health
  • Collectible items
  • Collectible scene
  • Collectible script
  • Designing the level
  • TileSet configuration
  • Base-level setup
  • Designing the first level
  • Scrolling background
  • Dangerous objects
  • About slide collisions
  • Enemies
  • Scene setup
  • Script
  • Damaging the enemy
  • HUD
  • Scene setup
  • Script
  • Attaching the HUD
  • Title screen
  • Scene setup
  • Main scene
  • Level transitions
  • Door scene
  • Finishing touches
  • Sound effects
  • Infinite falling
  • Double jump
  • Dust particles
  • Crouching state
  • Climbing ladders
  • Player code
  • Level code
  • Moving platforms
  • Summary
  • Chapter 6: 3D Minigolf
  • Introduction to 3D
  • Orienting in 3D space
  • Godot's 3D editor
  • Adding 3D objects
  • Global versus Local Space
  • Transforms
  • Transforms in code
  • Meshes
  • Importing meshes.
  • Primitives
  • Multiple meshes
  • Cameras
  • Project setup
  • Creating the course
  • GridMaps
  • Making a MeshLibrary
  • Drawing the course
  • WorldEnvironment
  • Finishing the scene
  • Ball
  • Testing the ball
  • Improving collisions
  • UI
  • Aiming arrow
  • UI display
  • Scripts
  • UI
  • Main
  • Ball
  • Hole
  • Testing it out
  • Improving aiming - option 1
  • Improving aiming - option 2
  • Camera improvements
  • Multiple cameras
  • Orbiting camera
  • Creating a gimbal
  • Tracking camera
  • Visual effects
  • SpatialMaterials
  • Environment options
  • Lighting
  • Summary
  • Chapter 7: Additional Topics
  • Using Godot's documentation
  • Reading the API documentation
  • Exporting projects
  • Getting the export templates
  • Export presets
  • Exporting
  • Example - Coin Dash for Android
  • Modifying the game
  • Preparing your system
  • Exporting
  • Shaders
  • Creating a shader
  • Learning more
  • Using other languages
  • C#
  • VisualScript
  • Native code - GDNative
  • Language bindings
  • Asset library
  • Contributing to Godot
  • Contributing to the engine
  • Writing documentation
  • Donations
  • Getting help - community resources
  • GitHub
  • Godot Q and A
  • Discord / Forum
  • Summary
  • Other Books You May Enjoy
  • Index.