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Learning GDScript by Developing a Game with Godot 4
Learning GDScript by Developing a Game with Godot 4

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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Learning GDScript by Developing a Game with Godot 4

Setting Up the Environment

Game development is becoming more accessible as game engines become more powerful. Tools and pipelines that were only available to big companies and wealthy individuals are now freely available to everyone with a computer. Anyone can feel the satisfaction of creating their own game and having others play it.

This is exactly what we are going to achieve in this book. We will go from knowing absolutely nothing about programming or developing games to creating our very first game and even a little beyond.

During the first part of this book, we will learn all about setting up Godot and programming. This might be a little more abstract, but I’ll try to give clear examples and keep you engaged with exercises and experiments you can do for yourself.

The second part of this book will be way more practical as we will dive neck-deep into creating our very own video game! We’ll learn how to use the Godot editor to create interesting game scenes and scenarios.

In the last part of this book, we’ll take our programming skills to the next level and learn all about advanced topics, such as more powerful concepts, programming patterns, the filesystem, and much more.

But before we get there, nothing is more satisfying than starting a new project! It represents a blank slate with endless possibilities. By the end of this chapter, we’ll have created our very own blank slate and written our first lines of code. But first, I’d like to take some time to introduce the Godot game engine and open-source software in general.

In this chapter, we’re going to cover the following main topics:

  • Godot Engine and open-source software
  • Downloading the engine from the official website
  • Creating our first project
  • How to join the community

Technical requirements

As this book aims to get you from knowing nothing about programming and game development to an intermediate level, there are no technical requirements. So, instead, I’ll guide you through all (or at least most) of the steps required for creating games.

Example project and code

You can find the example project and code for this book in this book’s GitHub repository: https://github.com/PacktPublishing/Learning-GDScript-by-Developing-a-Game-with-Godot-4/tree/main/chapter01.

Godot game engine and open-source software

We’ll be using the Godot game engine, which I presume you already know exists as this is a book specifically about that engine. But let me give you some more insight into its history and what open-source means.

Some background on the engine

Godot Engine is a piece of open-source software that lets people from all experience levels and walks of life create games. The project was started in 2007 by Juan Linietsky and Ariel Manzur as an in-house engine for several Argentinian game studios. In late 2014, the engine got open-sourced, giving everyone free access to the code. Since then, it has gained lots of traction and is currently one of the most used game engines on the market. Many commercial games have been released or are under development using the engine. Examples of released games are Brotato, Dome Keeper, Case of the Golden Idol, and Cassette Beasts.

For those of you wondering, yes, the engine is named after the theatrical piece Waiting for Godot, by Samuel Beckett. This choice of name is because people will always be waiting for the next version or new feature, resulting in an endless cycle of waiting.

While on the topic of the engine’s name, let’s also get the pronunciation out of the way. In short, there is no standard way of pronouncing Godot. Because of the association with the play’s title, which is written in French, some people say it should be “go-do,” without emphasis on any syllable. But most English speakers would say “GOH-doh” and stress the first syllable. Then, there is the stream of people that pronounce it “go-DOT,” mainly because it sounds similar to the word “robot” and the engine’s logo is a blue robot. But I notice that I say Godot differently each time. So, to cut a long story short, pronounce it however you like. Just use roughly the same letters.

What is open-source software?

As mentioned earlier, Godot is open-source, meaning the engine’s source code is freely available. Because everyone has access, people can alter this code to their liking. Once they have tweaked enough parameters or developed a new feature, they can ask the creator of the software to include these tweaks or features in the original project. The creator will then review what the other person has done, alter it a bit if needed, and then add it to the code of the original software. This process creates a virtuous circle that results in a win-win situation for everyone:

  • The software’s creator can grow the code faster because everyone chips in
  • People with technical knowledge can add the features they miss, making it fit their needs
  • The end user gets a much better and more stable end product

But not every open-source project is created equal. Each free open-source software (FOSS) comes with its respective license. This license dictates how you can or should use the software. Some of these are pretty restrictive, but in the case of Godot Engine, we are in luck: we can do anything without significant restrictions. We only have to attribute the creators on the credit page of our games.

Alright – we know what Godot Engine is, how to pronounce its name (or not), and why FOSS is so awesome. Let’s dive right into preparing our development environment!

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Key benefits

  • Learn the fundamentals of programming as you write GDScript 2.0
  • Explore the world of GDScript 2.0 with this comprehensive introduction to the language
  • Work with Godot 4’s robust features and built-in tools to create captivating 2D and 3D games, simulations, and interactive applications
  • Purchase of the print or Kindle book includes a free PDF eBook

Description

In the digital landscape driven by interactive experiences, the demand for creative individuals with the skills to create captivating games has never been higher. Written by Sander Vanhove, a seasoned game developer with over 20 games to his credit, this book will serve as your entry point into game development, showing you how to leverage the powerful features of the open-source, versatile GDScript 2.0 to develop your ideas, from simple platformers to complex RPGs. Whether you're an aspiring game developer, a hobbyist seeking a creative outlet, or simply someone intrigued by the world of game programming, this book will guide you through the intricacies of the Godot 4 game engine. Starting with a primer on the fundamentals of programming, you’ll cover everything from data to logic, while familiarizing yourself with Godot’s built-in tools such as the physics engine, navigation, and cameras. As you progress, you’ll unlock deeper insights into more advanced tools that will take your programming to the next level. Aided by easy-to-follow step-by-step tutorials, examples, exercises, and experiments, you’ll seamlessly integrate this newfound knowledge to create a Vampire Survivor-like game from scratch. By the end of this book, you’ll have become proficient in leveraging the Godot 4 game engine to bring your gaming visions to life.

Who is this book for?

This book is for programmers, game designers, game developers, and game artists who want to start creating games in Godot 4. If you’re new to coding or game development, looking for a new creative outlet, and want to give Godot 4 and GDScript 2.0 a try, this book is for you. While no prior knowledge of programming or Godot is required, this book gradually introduces more complex concepts as you advance through the chapters.

What you will learn

  • Develop your GDScript 2.0 programming skills from basic to advanced, emphasizing code cleanliness
  • Harness Godot 4's integrated physics engine to control and manipulate in-game objects
  • Design a vibrant and immersive game world by seamlessly integrating a diverse array of assets
  • Master the art of processing input from various sources for enhanced interactivity
  • Extend the reach of your game by learning how to export it to multiple platforms
  • Incorporate simple multiplayer functionality for a dynamic gaming experience

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : May 17, 2024
Length: 378 pages
Edition : 1st
Language : English
ISBN-13 : 9781801812498
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Product Details

Publication date : May 17, 2024
Length: 378 pages
Edition : 1st
Language : English
ISBN-13 : 9781801812498
Languages :
Concepts :
Tools :

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Learning GDScript by Developing a Game with Godot 4
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Table of Contents

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

Customer reviews

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Jair Jul 03, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Great introduction to refresh the basic of GDscript, where can i find the answer for the quiz?
Subscriber review Packt
Asaad Al-Barwani Jun 11, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This e-book covers everything starting from basic general programming concepts and Godot development, going into (relatively) advanced game development programming patterns that are used throughout the industry. It explains not only what the best practices are but why they are used in a simple and understandable way, and provides points of reflection and knowledge testing with quiz sections.I highly recommend this book for anyone wanting to learn game development as a hobby, anyone interested in learning Godot, and even for anyone trying to learn game programming in general and wanted a simple place to start.
Amazon Verified review Amazon
chad Jun 10, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I highly recommend this book if you are getting into Godot and want something tangible to sift through. the Book does an excellent job of explaining and curating a good foundation by explaining and stepping you through the Nodes and their purposes and potential usage. it touches on multiplayer(client synchronization, etc), and other fantastic aspects like object pools and a brief intro into state machines that reflect a professional environment that respects your intelligence but still graceful enough for beginners to digest, understand and grow their own creative projects from these roots.
Amazon Verified review Amazon
Wolfgang Hendrix May 28, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Learning GDScript with Godot 4" is an invaluable resource for both beginners and those looking to solidify their understanding of Godot's scripting language. This comprehensive guide takes you from the very basics to creating portfolio-worthy projects, making it a perfect starting point for aspiring game developers.One of the book's standout features is its in-depth approach. It covers the fundamentals thoroughly, ensuring that readers build a strong foundation in GDScript. The inclusion of numerous code examples is particularly beneficial, providing practical insights into how to implement various features and mechanics within Godot 4.Visual learners will appreciate the thoughtfully placed pictures throughout the book. While not overly abundant, these visuals effectively complement the text, helping to clarify complex concepts and enhance understanding.Despite Godot's increasing support for C#, the focus on GDScript in this book is well-justified. GDScript is tightly integrated with Godot, making it an excellent choice for rapid development and learning. The book's code-centric approach ensures that readers gain hands-on experience, which is crucial for mastering any programming language.Overall, "Learning GDScript with Godot 4" is an excellent resource for anyone looking to learn or deepen their knowledge of GDScript and Godot 4. Its thorough coverage, practical examples, and supportive visuals make it a must-have for your game development library. Whether you're a complete beginner or looking to fill in gaps in your knowledge, this book will guide you every step of the way.
Amazon Verified review Amazon
Joseph May 27, 2024
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
There were a few hiccups, but otherwise this was a solid introduction to GDScript
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