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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

Summary

In this chapter, we learned about the Event Queue pattern and how it can be used to enhance game feel, especially in action-based games. We started by exploring the importance of player input and how precise timing can make or break the experience, particularly in high-action sequences. The Event Queue pattern allows us to store events, such as player inputs, as a queue to process them later, ensuring that no inputs are missed, even if they happen slightly before or after the optimal time. This concept of buffering events allows for forgiving design features, such as jump buffering, making gameplay more responsive and player-friendly.

We explored the benefits of decoupling events from the exact moment they happened, which is especially useful when things happen in quick succession. This pattern ensures that actions are processed in order without losing important inputs. By implementing an event queue, we also created a system where the game can handle inputs asynchronously...

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