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Game Development Patterns with Godot 4
Game Development Patterns with Godot 4

Game Development Patterns with Godot 4: Create resilient game systems using industry-proven solutions in Godot

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Profile Icon Henrique Campos
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S$12.99 S$48.99
eBook Jan 2025 304 pages 1st Edition
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Arrow left icon
Profile Icon Henrique Campos
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S$12.99 S$48.99
eBook Jan 2025 304 pages 1st Edition
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Paperback
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Game Development Patterns with Godot 4

Understanding Object-Oriented Design

Let’s commence our journey by learning about what Object-Oriented Programming (OOP) is first because as we start implementing different patterns throughout the book, they will all approach the presented problems from an OOP perspective. For example, you will notice that the State pattern turns an object’s states into other objects. The Command pattern turns an object’s functions into objects. The Strategy pattern turns an object’s logic branching into objects. So, it’s important to understand what OOP is and why it is the main programming paradigm for developing games.

In this chapter, we will explore this paradigm from a unique standpoint that will help you understand it better and even approach programming and coding from a different perspective. We will approach it from the perspective of the philosophy of language. The reason for this is that as human beings, the way we solve problems is by structuring them...

Technical requirements

Throughout this book, we will use the projects presented in the official repository. Each chapter has its distinct folder named after the chapter. Inside the chapter’s folder, you will find two sub-folders:

  • start/
  • final/

To follow along with the chapter’s instructions, use the project files available inside the start folder. You can use the files presented in the final folder as a reference in case you feel lost or get errors or bugs through the process of following the instructions. You can download the repository files at https://github.com/PacktPublishing/Game-Development-Patterns-with-Godot-4.

For this book, you will also need, of course, Godot Engine version 4.3 and beyond, which you can find at https://godotengine.org/download/archive/4.3-stable/.

On top of that, it’s recommended that you have a computer with dedicated video drives due to Godot Engine’s Vulkan render. All the projects are under the Compatibility...

Learning the basics of OOP

When we talk about programming, we are trying to convey the idea of a structured formalization of a solution to a given problem. This is what an algorithm is, and to program is to be able to formalize such solutions in such a way that everyone can follow the steps and get the same result. In that sense, programming is almost a science. However, the philosophical aspect of this craft is that we work with how each individual approaches the problem. Drawing from their own knowledge and experiences, they implement a variety of solutions, all of which can achieve the same goal.

The computer comes in to automate the implementation of the solutions that we created. Computers are pretty standard when it comes to reasoning, so they are perfect for following instructions as they won’t pollute the solution with subjective matters and will be as accurate as the instructions allow. Note that we are going to avoid the engineering aspects of computing here. I...

Complying with the principles of OOP

When it comes to OOP, things can get messy quickly. OOP is a powerful paradigm to work with that allows us to leverage our own code to increase productivity while developing software. As we will see throughout Part 1, especially in Chapter 2, working with OOP demands that we approach it with the correct mindset so we don’t get side-tracked and end up with code that is inferior to what we would achieve with other paradigms.

We are going to see in Chapter 2, that OOP has four main tools to help us build good, reusable, and scalable code. When we get into Chapter 3, you will also learn that there are design principles to prevent some common issues that can hurt your code’s base health. These will become second nature to you as you become more experienced. To be honest, once you understand what they mean and why it’s important to follow them, you will see that they make a lot of sense and are actually pretty obvious.

However...

Designing games with OOP

It’s time to put our knowledge into practice. In this section, we will design an object based on a prompt made by a fictional game designer. The goal is to understand the demands of the game designer, as well as to identify the data and behaviors that an object would need in order to fulfill the request.

OOP is especially useful in game development due to the intricate nature of games. When it comes to applications, other paradigms can often better fulfill the requirements. Think about it for a second. In many applications, as long as some data comes from the user’s input and the application provides those users with the desired output, it’s OK. The idea of maintaining and mutating states is unnecessary in most cases. Now, in games, it’s important that objects are kept in memory and react to each state of the application. We can’t simply render a page and wait for players to react to it. Games have a game loop, where everything...

Turning your design into an object in Godot Engine

After creating an interface for our class, we can dive into the implementation details. In this section, we will create a PopLabel object, which is an object that pops up on the screen displaying text and then fades away. If you have some experience with Godot Engine, you may already have some solutions in mind, right? However, let’s follow the steps in this section to get the following results:

Figure 1.1 – Text popping up on the screen after the player collects diamonds

Figure 1.1 – Text popping up on the screen after the player collects diamonds

With the repository on your computer, open the project in the 01.understanding-object-oriented-programming/start/ folder and then follow these steps:

  1. Create a new scene using a Node2D node as the root node. Remember, our object needs position, scale, and some way to change its alpha color, which the Node2D’s Modulate property allows us to do.
  2. Rename it to PopLabel, since ultimately we will use a Label...

Summary

In this chapter, we learned that OOP is foundational to understanding and applying the design patterns that will be discussed throughout this book. With a unique approach from a philosophy of language perspective, this paradigm is emphasized as crucial for structuring solutions to problems in a way that aligns with human problem-solving processes. The essence of OOP allows us to abstract our solutions into classes, where each class is a blueprint of how to solve a problem, including the necessary data and the methods to manipulate this data. This abstraction enables us to think about solutions in a more structured way, making it easier to test these solutions in various contexts by creating instances (or objects) of these classes.

Furthermore, the chapter delved into the basics of OOP, stressing the importance of understanding programming as a structured formalization of solutions to problems. By treating classes as super data types that encapsulate both data and the procedures...

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Key benefits

  • Leverage Godot’s built-in features to implement design patterns
  • Explore object-oriented design from a unique perspective based on the philosophy of language
  • Learn SOLID principles with practical, intuitive implementation strategies
  • Purchase of the print or Kindle book includes a free PDF eBook

Description

Game development demands more than just creativity; it requires code that’s as dynamic and adaptable as the games you dream of creating. Master the art of writing clean, robust game code by understanding object-oriented programming and leveraging proven design patterns tailored for game development using the Godot Engine. Henrique Campos, a seasoned game developer, educator, and creator of popular resources like The Essential Guide to Creating Multiplayer Games with Godot 4.0, blends industry expertise with practical teaching methods to ensure you gain both theoretical and hands-on expertise in crafting game code. Starting with the fundamentals of object-oriented design, you’ll master SOLID principles. You’ll learn how to favor composition over inheritance—an essential approach for creating reusable code bases. Through a hands-on sample game project, you’ll implement a series of basic and advanced design patterns using Godot Engine’s features and identify where, when, and why to implement each design pattern. By the end of this game development book, you’ll not only understand the principles of object-oriented programming, but also be able to diagnose and fix pathologies in your code with ease.

Who is this book for?

If you are a game developer, game designer, technical artist, or solo developer with programming experience in Godot Engine and the GDScript programming language, this book is for you. Perfect for professionals looking to create solid, reusable, and reliable architecture that can adapt and grow with their creative vision.

What you will learn

  • Create reusable and scalable code with SOLID principles
  • Identify common game development issues and apply industry-standard solutions
  • Understand feature requests and turn them into concrete solutions leveraging design patterns
  • Analyze game development pathologies to figure out underlying issues
  • Architect reliable systems that are understandable, intuitive, and scalable
  • Structure professional, collaborative game systems that are easy to maintain

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Table of Contents

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