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)

Saving a high score

Saving the player’s high score is another common feature in many games (and one that you can add to the other games in this book as well). Since the score needs to be saved between sessions of the game, you’ll need to save it in an external file that the game can read the next time you open it.

Here’s the process:

  1. When the game launches, check for a save file.
  2. If the save file exists, load the score from it, otherwise use 0.
  3. When a game ends, check if the score is higher than the current high score. If it is, save it to the file.
  4. Show the high score on the title screen.

Since you’ll need to access the high score variable from different parts of your game, it makes sense to use an autoload. In the Script editor, click File -> New Script and name it To begin, you’ll need two variables:

extends Node
var high_score = 0
var score_file = "user://hs.dat"

About file locations