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Game Development Patterns with Godot 4

You're reading from   Game Development Patterns with Godot 4 Create resilient game systems using industry-standard solutions in Godot

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Product type Paperback
Published in Jan 2025
Publisher Packt
ISBN-13 9781835880289
Length 304 pages
Edition 1st Edition
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Author (1):
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Henrique Campos Henrique Campos
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Henrique Campos
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Table of Contents (19) Chapters Close

Preface 1. Part 1: Object-Oriented Design Principles
2. Chapter 1: Understanding Object-Oriented Design FREE CHAPTER 3. Chapter 2: Learning the Four Fundamental Pillars 4. Chapter 3: Creating SOLID Design Solutions 5. Chapter 4: Favoring Composition Over Inheritance 6. Part 2: Basic Design Patterns
7. Chapter 5: Maintaining Global States with the Singleton Pattern 8. Chapter 6: Decoupling Objects with the Observer Pattern 9. Chapter 7: Spawning Game Objects with the Factory Pattern 10. Chapter 8: Changing Object Behavior with the State Pattern 11. Chapter 9: Designing Actors with the Command Pattern 12. Part 3: Advanced Design Patterns
13. Chapter 10: Implementing AI with the Strategy Pattern 14. Chapter 11: Creating a Power-Up System with the Decorator Pattern 15. Chapter 12: Cross-Fading Transitions with the Service Locator Pattern 16. Chapter 13: Improving Game Feel with the Event Queue Pattern 17. Index 18. Other Books You May Enjoy

Improving Game Feel with the Event Queue Pattern

One fundamental aspect of a platformer game is the player’s movement. It is through this feature that players can explore the game’s world and maneuver through the game’s obstacles, which is exactly what a platformer game does.

Games under the action genre, like platformer games, are all about the player’s ability to deal with time, especially their reaction time and hand-eye coordination. Precisely reacting to events in the game world is fundamental in this genre and subgenres, but it is tricky to get it right.

Good game design isn’t about punishing players for not following our design exactly. Instead, it’s about making them feel that they are making progress so that if they do something we strongly discourage, we can apply appropriate consequences without it feeling unfair. In game design, this is called forgiving design, where we offer many mechanisms for the player’s mistakes...

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