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Game Development Patterns with Godot 4

Game Development Patterns with Godot 4

By : Henrique Campos
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Game Development Patterns with Godot 4

Game Development Patterns with Godot 4

By: Henrique Campos

Overview of this book

Game development demands more than just creativity; it requires code that’s as dynamic and adaptable as the games you dream of creating. Seasoned Godot developer, educator and creator of popular resources like The Essential Guide to Creating Multiplayer Games with Godot 4.0, Henrique Campos introduces you to object-oriented programming design patterns, offering time-tested, reliable solutions to common coding issues. With these patterns, you’ll not only build scalable, maintainable architectures for your games but also gain the confidence to tackle real-world development challenges head-on with Godot's built-in features. In this hands-on guide, you’ll step into the role of a game mechanics engineer tasked with implementing requests from a fictional game designer, simulating the collaborative nature of real-world game development. Using Godot 4.3, you’ll develop a complete platformer game featuring a playable character, enemies with advanced AI, interactive objects, multiple levels, music, and more. Along the way, you’ll master core programming concepts such as SOLID principles, favor composition over inheritance, and have a solid understanding of object-oriented programming along with the principles behind the design patterns. By the end of the book, you’ll be able to diagnose and fix pathologies in your code with ease.
Table of Contents (19 chapters)
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1
Part 1: Object-Oriented Design Principles
6
Part 2: Basic Design Patterns
12
Part 3: Advanced Design Patterns

Summary

In this chapter, we explored how to maintain global states in a game using the Singleton pattern. We began by discussing the importance of preserving essential data and object states across different levels or scenes, addressing the problem that such data can be lost during transitions. The Singleton pattern provides an effective solution for keeping this data accessible and persistent throughout the game.

Our game designer tasked us with creating a global scoring system and enhancing the door system to allow teleportation between multiple doors across levels. To achieve this, we implemented a Score class designed as a singleton, ensuring that a single instance manages the player’s score. This class included features such as storing both the current score and a high score. We made the Score class globally accessible by setting it as an Autoload node in Godot and updated the relevant classes, especially when we turned the diamond scoring behavior into the ScorePoint...

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83
Tech Concepts
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Programming languages
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Game Development Patterns with Godot 4
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