Book Image

Godot Engine Game Development Projects

By : Chris Bradfield
4 (1)
Book Image

Godot Engine Game Development Projects

4 (1)
By: Chris Bradfield

Overview of this book

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 game development techniques, while for experienced developers it is a powerful, customizable tool that can bring your visions to life. This book consists of five projects that will help developers achieve a sound understanding of the engine when it comes to building games. Game development is complex and involves a wide spectrum of knowledge and skills. This book can help you build on your foundation level skills by showing you how to create a number of small-scale game projects. Along the way, you will learn how Godot works and discover important game development techniques that you can apply to your projects. Using a straightforward, step-by-step approach and practical examples, the book will take you from the absolute basics through to sophisticated game physics, animations, and other techniques. Upon completing the final project, you will have a strong foundation for future success with Godot 3.0.
Table of Contents (9 chapters)

Player scene

Open a new scene and add a KinematicBody2D object named Player as the root and save the scene (don't forget to click the Make children unselectable button). When saving the Player scene, you should also create a new folder to contain it. This will help keep your project folder organized as you add more scenes and scripts.

As you've done in other projects, you'll include all the nodes that the player character needs to function in the Player scene. For this game, that means handling collisions with various game objects, including platforms, enemies, and collectibles; displaying animations for actions, such as running or jumping; and a camera to follow the player around the level.

Scripting the various animations can quickly become unmanageable, so you'll use a finite state machine to manage and track the player's state. See Chapter 3, Escape...