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

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 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 more emphasis on the 3D capabilities of the engine that will help you build on your foundation-level skills by showing you how to create small-scale game projects. Along the way, you’ll gain insights into Godot’s inner workings and discover important game development techniques that you can apply to your own projects. Using a straightforward, step-by-step approach and practical examples, this Godot book covers everything from the absolute basics to sophisticated game physics, animations, and much more. Upon completing the final project, you’ll have a strong foundation for future success with Godot 4.0 and be ready to develop a variety of games and game systems.
Table of Contents (10 chapters)

Creating the player scene

The Godot node that implements kinematic movement and collision is called CharacterBody 2D.

Open a new scene and add a CharacterBody2D node named Player as the root and save the scene. Don’t forget to click the Group Selected Node(s) 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.

Look at the properties of CharacterBody2D in the Inspector. Notice the default values of Motion Mode and Up Direction. “Grounded” mode means the body will consider one collision direction as the “floor,” the opposite wall as the “ceiling,” and any others as “walls” – which one is determined by Up Direction.

As you’ve done in previous projects, you’ll include all the nodes the player character needs to function in the Player scene. For this game, that means handling...