Godot 4 game development projects : build five cross-platform 2D and 3D games using one of the most powerful open source game engines /


Chris Bradfield.
Bok Engelsk
Omfang
245 pages
Utgave
Second edition.
Opplysninger
Includes index.. - Chapter 6: Infinite Flyer -- Technical requirements -- Project setup -- Inputs -- Airplane scene -- Collision shapes -- Scripting the plane -- Building the world -- World objects -- Chunks -- Main scene -- Spawning new chunks -- Increasing difficulty -- Collisions -- Fuel and score -- Title screen -- Audio -- Saving a high score -- About file locations -- Accessing files -- Suggestions for additional features -- Summary -- Chapter 7: Next Steps and Additional Resources -- Using Godot's documentation -- Reading the API documentation -- Version control - using Git with Godot -- Using Blender with Godot -- Import hints -- Using blend files -- Exporting projects -- Getting the export templates -- Export presets -- Exporting -- Exporting for specific platforms -- Introduction to shaders -- Creating a 2D shader -- 3D shaders -- Learning more -- Using other programming languages in Godot -- C# -- Other languages - GDExtension -- Getting help - community resources -- Godot Recipes -- Contributing to Godot -- Contributing to the engine -- Writing documentation -- Donations -- Summary -- Final words -- Index -- Other Books You May Enjoy.. - Cover -- Title Page -- Copyright and Credits -- Contributors -- Table of Contents -- Preface -- Chapter 1: Introduction to Godot 4.0 -- General advice -- The secret to learning effectively -- What is a game engine? -- What is Godot? -- Downloading Godot -- Alternate installation methods -- Overview of the Godot UI -- Project Manager -- Editor window -- Learning about nodes and scenes -- Scripting in Godot -- About GDScript -- Summary -- Chapter 2: Coin Dash - Build Your First 2D Game -- Technical requirements -- Setting up the project -- Vectors and 2D coordinate systems -- Part 1 - the player scene -- Creating the scene -- Sprite animation -- Collision shape -- Scripting the player -- Moving the player -- Choosing animations -- Starting and ending the player's movement -- Preparing for collisions -- Part 2 - the coin scene -- The node setup -- Coin script -- Part 3 - the Main scene -- Node setup -- Main script -- Starting a new game -- Part 4 - the user interface -- Node setup -- Message label -- Score and time display -- Score and time display -- Updating the UI via GDScript -- Game over -- Adding HUD to Main -- Part 5 - finishing up -- Visual effects -- Sound -- Powerups -- Coin animation -- Obstacles -- Summary -- Chapter 3: Space Rocks: Build a 2D Arcade Classic with Physics -- Technical requirements -- Setting up the project -- Rigid body physics -- The player's ship -- Body and physics setup -- State machines -- Adding player controls -- Screen wrap -- Shooting -- Adding the rocks -- Scene setup -- Variable size rocks -- Instantiating rocks -- Exploding rocks -- Creating the UI -- Layout -- Scripting the UI -- The Main scene's UI code -- Player code -- Ending the game -- Detecting collisions between rigid bodies -- Pausing the game -- Enemies -- Following a path -- Enemy scene -- Moving the enemy -- Spawning enemies.. - Shooting and collisions -- Player shield -- Sound and visual effects -- Sound and music -- Particles -- Enemy trail -- Summary -- Chapter 4: Jungle Jump - Running and Jumping in a 2D Platformer -- Technical requirements -- Setting up the project -- Introducing kinematic bodies -- Collision response -- Creating the player scene -- Collision layers and masks -- About AnimationPlayer -- Animations -- Collision shape -- Finishing the player scene -- Player states -- Player script -- Player movement -- Player health -- Collectible items -- Scene setup -- Collectible script -- Designing the level -- Using TileMaps -- Designing the first level -- Adding dangerous objects -- Scrolling background -- Adding enemies -- Scene setup -- Scripting the enemy -- Damaging the enemy -- Player script -- Game UI -- Scene setup -- Scripting the HUD -- Attaching the HUD -- Title screen -- Scene setup -- Setting up the main scene -- Transitioning between levels -- Door scene -- Screen settings -- Finishing touches -- Sound effects -- Double jumping -- Dust particles -- Ladders -- Moving platforms -- Summary -- Chapter 5: 3D Minigolf: Dive into 3D by Building a Minigolf Course -- Technical requirements -- Introduction to 3D -- Orienting in 3D space -- Godot's 3D editor -- Adding 3D objects -- Global versus local space -- Transforms -- Meshes -- Cameras -- Project setup -- Creating the course -- Understanding GridMaps -- Drawing the first hole -- Environment and lighting -- Adding the hole -- Making the ball -- Testing the ball -- Improving ball collisions -- Adding UI -- Aiming the arrow -- UI display -- Scripting the game -- UI code -- Main script -- Ball script -- Testing it out -- Option 1 for improving aiming -- Option 2 for improving aiming -- Camera improvements -- Designing a full course -- Visual effects -- Adding materials -- Lighting and Environment -- Summary.. - 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.
Emner
Dewey
ISBN
9781804610404

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