Book Image

Godot 4 Game Development Projects - Second Edition

By : Chris Bradfield
5 (1)
Book Image

Godot 4 Game Development Projects - Second Edition

5 (1)
By: Chris Bradfield

Overview of this book

Godot 4.0 is one of the most sought-after open-source game engines, and if you’re enthusiastic about exploring its features, then this book is for you. Written by an author with over twenty-five years of experience, the Godot 4 Game Development Projects 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 book will help you learn game development techniques, while experienced developers will understand how to use this powerful and customizable tool to bring their creative visions to life. This updated edition consists of five projects with an emphasis on the 3D capabilities of the engine that will help you build on your foundation-level skills through small-scale game projects. Along the way, you’ll gain insights into Godot’s inner workings and discover game development techniques that you can apply to your projects. Using a step-by-step approach and practical examples, this book covers everything from the absolute basics to sophisticated game physics, animations, and much more. By the time you complete the final project, you’ll have a strong foundation for future success with Godot 4.0 and you’ll be well on your way to developing a variety of games.
Table of Contents (10 chapters)

Summary

In this chapter, you learned how to work with RigidBody2D nodes and learned more about how Godot’s physics works. You also implemented a basic finite state machine – something you’ll find useful as your projects grow larger and that you’ll use again in future chapters. You saw how Container nodes help organize and keep UI nodes aligned. Finally, you added sound effects and got your first taste of advanced visual effects by using the Animation and CPUParticles2D nodes.

You also continued to create game objects using standard Godot hierarchies, such as CollisionShapes attached to CollisionObjects and signals being used to handle communication between nodes. At this point, these practices should be starting to look familiar to you.

Are you prepared to try and remake this project on your own? Try repeating all, or even part, of this chapter without looking at the book. It’s a good way to check what information you absorbed and what you need...