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Learning GDScript by Developing a Game with Godot 4

You're reading from   Learning GDScript by Developing a Game with Godot 4 A fun introduction to programming in GDScript 2.0 and game development using the Godot Engine

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781804616987
Length 378 pages
Edition 1st Edition
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Author (1):
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Sander Vanhove Sander Vanhove
Author Profile Icon Sander Vanhove
Sander Vanhove
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Table of Contents (22) Chapters Close

Preface 1. Part 1:Learning How to Program
2. Chapter 1: Setting Up the Environment FREE CHAPTER 3. Chapter 2: Getting Familiar with Variables and Control Flow 4. Chapter 3: Grouping Information in Arrays, Loops, and Dictionaries 5. Chapter 4: Bringing Structure with Methods and Classes 6. Chapter 5: How and Why to Keep Your Code Clean 7. Part 2: Making a Game in Godot Engine
8. Chapter 6: Creating a World of Your Own in Godot 9. Chapter 7: Making the Character Move 10. Chapter 8: Splitting and Reusing Scenes 11. Chapter 9: Cameras, Collisions, and Collectibles 12. Chapter 10: Creating Menus, Making Enemies, and Using Autoloads 13. Chapter 11: Playing Together with Multiplayer 14. Part 3: Deepening Our Knowledge
15. Chapter 12: Exporting to Multiple Platforms 16. Chapter 13: OOP Continued and Advanced Topics 17. Chapter 14: Advanced Programming Patterns 18. Chapter 15: Using the File System 19. Chapter 16: What Next? 20. Index 21. Other Books You May Enjoy

Splitting and Reusing Scenes

It is possible to create the whole game within one Godot scene, but this can get quite unwieldy. Not only do we have to recreate every part over and over again, such as every boulder or enemy, but if we want to change something about the rocks, we have to go and find every rock to change them.

This is not scalable for any kind of game. Luckily, in Godot, there are such things as scenes. In Chapter 2, we saw how to create new scenes from scratch, but in this chapter, we will learn how we can create a scene for each element so that we can easily reuse it throughout the game. This way, we can make one scene for the rocks and use that to populate the arena instead of having multiple unique rocks.

Next to reusing components, it’s also way easier to work on certain parts of the game in isolation instead of having a big scene. Saving parts of the game like this will keep us focused on what we are working on.

Other game engines have very similar...

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