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)

Infinite Flyer

In this chapter, you’ll build a 3D infinite runner (or more accurately, infinite flyer) in the vein of Temple Run or Subway Surfers. The player’s goal is to fly as far as possible, passing through floating rings to collect points, while avoiding obstacles. By building this game, you’ll get a feel for how to make 3D objects interact and how to generate a 3D world automatically, rather than building it piece-by-piece as you did in earlier games such as Minigolf or Jungle Jump.

Here are some of the new things you’ll learn in this chapter:

  • Using transforms to rotate and move in 3D space
  • Load and unload “chunks” of your game world
  • How to randomly generate the game environment and game objects
  • Saving and loading files for persistent data storage
  • Using CharacterBody3D and detecting collisions

When completed, the game will look like this:

Figure 6.1: Finished game screenshot

Figure 6.1: Finished game screenshot...