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...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Birmingham, England :
Packt Publishing Ltd
[2023]
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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.