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)

What this book covers

This book is a project-based introduction to using the Godot game engine. Each of the five game projects builds on the concepts learned in the previous project.

Chapter 1, Introduction, introduces the concept of game engines in general and Godot specifically, including how to download Godot and install it on your computer.

Chapter 2, Coin Dash, deals with a small game that demonstrates how to create scenes and work with Godot's node architecture.

Chapter 3, Escape the Maze, entails a project based on a top-down maze game that will show how to use Godot's powerful inheritance features and nodes for tile maps and sprite animation.

Chapter 4, Space Rocks, demonstrates working with physics bodies to create an Asteroids-style space game.

Chapter 5, Jungle Jump, involves a side-scrolling platform game in the spirit of Super Mario Brothers. You'll learn about kinematic bodies, animation states, and parallax backgrounds.

Chapter 6, 3D Minigolf, extends the previous concepts into three dimensions. You'll work with meshes, lighting, and camera control.

Chapter 7, Additional Topics, covers even more topics to explore once you've mastered the material in the previous chapters.