Godot 4 game development projects build five cross-platform 2D and 3D games using one of the most powerful open source game engines

The Godot 4 Game Development Projects book introduces the Godot game engine and its feature-rich 4.0 version. With an array of new capabilities, Godot 4.0 is a strong alternative to expensive commercial game engines. If you're a beginner, this user-friendly book will help you learn game develop...

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Detalles Bibliográficos
Otros Autores: Bradfield, Chris, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham, England : Packt Publishing Ltd [2023]
Edición:Second edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009759338306719
Tabla de Contenidos:
  • Cover
  • Title Page
  • Copyright and Credits
  • Contributors
  • Table of Contents
  • Preface
  • Chapter 1: Introduction to Godot 4.0
  • General advice
  • The secret to learning effectively
  • What is a game engine?
  • What is Godot?
  • Downloading Godot
  • Alternate installation methods
  • Overview of the Godot UI
  • Project Manager
  • Editor window
  • Learning about nodes and scenes
  • Scripting in Godot
  • About GDScript
  • Summary
  • Chapter 2: Coin Dash - Build Your First 2D Game
  • Technical requirements
  • Setting up the project
  • Vectors and 2D coordinate systems
  • Part 1 - the player scene
  • Creating the scene
  • Sprite animation
  • Collision shape
  • Scripting the player
  • Moving the player
  • Choosing animations
  • Starting and ending the player's movement
  • Preparing for collisions
  • Part 2 - the coin scene
  • The node setup
  • Coin script
  • Part 3 - the Main scene
  • Node setup
  • Main script
  • Starting a new game
  • Part 4 - the user interface
  • Node setup
  • Message label
  • Score and time display
  • Score and time display
  • Updating the UI via GDScript
  • Game over
  • Adding HUD to Main
  • Part 5 - finishing up
  • Visual effects
  • Sound
  • Powerups
  • Coin animation
  • Obstacles
  • Summary
  • Chapter 3: Space Rocks: Build a 2D Arcade Classic with Physics
  • Technical requirements
  • Setting up the project
  • Rigid body physics
  • The player's ship
  • Body and physics setup
  • State machines
  • Adding player controls
  • Screen wrap
  • Shooting
  • Adding the rocks
  • Scene setup
  • Variable size rocks
  • Instantiating rocks
  • Exploding rocks
  • Creating the UI
  • Layout
  • Scripting the UI
  • The Main scene's UI code
  • Player code
  • Ending the game
  • Detecting collisions between rigid bodies
  • Pausing the game
  • Enemies
  • Following a path
  • Enemy scene
  • Moving the enemy
  • Spawning enemies.
  • Shooting and collisions
  • Player shield
  • Sound and visual effects
  • Sound and music
  • Particles
  • Enemy trail
  • Summary
  • Chapter 4: Jungle Jump - Running and Jumping in a 2D Platformer
  • Technical requirements
  • Setting up the project
  • Introducing kinematic bodies
  • Collision response
  • Creating the player scene
  • Collision layers and masks
  • About AnimationPlayer
  • Animations
  • Collision shape
  • Finishing the player scene
  • Player states
  • Player script
  • Player movement
  • Player health
  • Collectible items
  • Scene setup
  • Collectible script
  • Designing the level
  • Using TileMaps
  • Designing the first level
  • Adding dangerous objects
  • Scrolling background
  • Adding enemies
  • Scene setup
  • Scripting the enemy
  • Damaging the enemy
  • Player script
  • Game UI
  • Scene setup
  • Scripting the HUD
  • Attaching the HUD
  • Title screen
  • Scene setup
  • Setting up the main scene
  • Transitioning between levels
  • Door scene
  • Screen settings
  • Finishing touches
  • Sound effects
  • Double jumping
  • Dust particles
  • Ladders
  • Moving platforms
  • Summary
  • Chapter 5: 3D Minigolf: Dive into 3D by Building a Minigolf Course
  • Technical requirements
  • Introduction to 3D
  • Orienting in 3D space
  • Godot's 3D editor
  • Adding 3D objects
  • Global versus local space
  • Transforms
  • Meshes
  • Cameras
  • Project setup
  • Creating the course
  • Understanding GridMaps
  • Drawing the first hole
  • Environment and lighting
  • Adding the hole
  • Making the ball
  • Testing the ball
  • Improving ball collisions
  • Adding UI
  • Aiming the arrow
  • UI display
  • Scripting the game
  • UI code
  • Main script
  • Ball script
  • Testing it out
  • Option 1 for improving aiming
  • Option 2 for improving aiming
  • Camera improvements
  • Designing a full course
  • Visual effects
  • Adding materials
  • Lighting and Environment
  • Summary.
  • Chapter 6: Infinite Flyer
  • Technical requirements
  • Project setup
  • Inputs
  • Airplane scene
  • Collision shapes
  • Scripting the plane
  • Building the world
  • World objects
  • Chunks
  • Main scene
  • Spawning new chunks
  • Increasing difficulty
  • Collisions
  • Fuel and score
  • Title screen
  • Audio
  • Saving a high score
  • About file locations
  • Accessing files
  • Suggestions for additional features
  • Summary
  • Chapter 7: Next Steps and Additional Resources
  • Using Godot's documentation
  • Reading the API documentation
  • Version control - using Git with Godot
  • Using Blender with Godot
  • Import hints
  • Using blend files
  • Exporting projects
  • Getting the export templates
  • Export presets
  • Exporting
  • Exporting for specific platforms
  • Introduction to shaders
  • Creating a 2D shader
  • 3D shaders
  • Learning more
  • Using other programming languages in Godot
  • C#
  • Other languages - GDExtension
  • Getting help - community resources
  • Godot Recipes
  • Contributing to Godot
  • Contributing to the engine
  • Writing documentation
  • Donations
  • Summary
  • Final words
  • Index
  • Other Books You May Enjoy.