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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

Ideas for your next projects

As mentioned in the introduction of this chapter, the fear of an empty project is a real thing. Where to begin and what to make is always a struggle. Let’s take a closer look at both problems.

Starting a new project

Here are some tips I learned the hard way about starting a new project that will help you focus on creating the game you want to create:

  • Start by creating the main gameplay loop: The first thing you should do is create the gameplay on which the game is based. If you are creating a platformer, make sure that moving and jumping around is fun to do on its own before you start adding more intricate systems.
  • Make it functional before you make it beautiful: It’s easy to get lost in making your game overly beautiful, but this will slow down the production of the game significantly. Even worse, if the game is not fun and you need to redo a lot of systems, you’ll also need to redo all the things you did to make...
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