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)

Setting up the main scene

You’ve made some level scenes, but eventually, you’re going to want to make more than one. How does the game know which one to load? Your Main scene is going to take care of that.

Delete any extra nodes you added to main.tscn when you were testing the player’s movement. This scene will now be responsible for loading the current level. Before it can do that, however, you need a way to keep track of the current level. You can’t keep track of that variable in the level scene because that will be replaced with a newly loaded level when it ends. To keep track of data that needs to be carried from scene to scene, you can use an autoload.

About autoloads

In Godot, you can configure a script or scene as an autoload. This means that the engine will automatically load it at all times. Even if you change the current scene in SceneTree, the autoloaded node will remain. You can also refer to that autoloaded scene by name from any other...