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  • Book Overview & Buying Learning GDScript by Developing a Game with Godot 4
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Learning GDScript by Developing a Game with Godot 4

Learning GDScript by Developing a Game with Godot 4

By : Sander Vanhove
4.7 (12)
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Learning GDScript by Developing a Game with Godot 4

Learning GDScript by Developing a Game with Godot 4

4.7 (12)
By: Sander Vanhove

Overview of this book

In the digital landscape driven by interactive experiences, the demand for creative individuals with the skills to create captivating games has never been higher. Written by Sander Vanhove, a seasoned game developer with over 20 games to his credit, this book will serve as your entry point into game development, showing you how to leverage the powerful features of the open-source, versatile GDScript 2.0 to develop your ideas, from simple platformers to complex RPGs. Whether you're an aspiring game developer, a hobbyist seeking a creative outlet, or simply someone intrigued by the world of game programming, this book will guide you through the intricacies of the Godot 4 game engine. Starting with a primer on the fundamentals of programming, you’ll cover everything from data to logic, while familiarizing yourself with Godot’s built-in tools such as the physics engine, navigation, and cameras. As you progress, you’ll unlock deeper insights into more advanced tools that will take your programming to the next level. Aided by easy-to-follow step-by-step tutorials, examples, exercises, and experiments, you’ll seamlessly integrate this newfound knowledge to create a Vampire Survivor-like game from scratch. By the end of this book, you’ll have become proficient in leveraging the Godot 4 game engine to bring your gaming visions to life.
Table of Contents (22 chapters)
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1
Part 1:Learning How to Program
7
Part 2: Making a Game in Godot Engine
14
Part 3: Deepening Our Knowledge

Storing highscores in autoloads

Now that the player can fight back and survive, we might need to give the player a goal to attain – something that will make them play again and again. We could add a highscore – for example, the amount of time the player was able to survive. The player can then try to better their own time or compare times with their friends.

To achieve this, we will be using an autoload. This is a node that gets initialized at the start of the game and will exist throughout the complete execution of the game.

Using an autoload

The survival time should be stored somewhere so that it is easily accessible from anywhere within the game. This way, we can change it after the player dies but also display the score on the main menu, for example.

Normal nodes and scenes have to be managed by us, the programmer. But there is another kind of node that we could use: autoloads. An autoload is a scene or script that is always loaded. The Godot engine initiates...

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Programming languages
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Learning GDScript by Developing a Game with Godot 4
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