Godot 4 for Beginners - Robert Henning - E-Book

Godot 4 for Beginners E-Book

Robert Henning

0,0
35,99 €

oder
-100%
Sammeln Sie Punkte in unserem Gutscheinprogramm und kaufen Sie E-Books und Hörbücher mit bis zu 100% Rabatt.

Mehr erfahren.
Beschreibung

Jumping into Godot 4 as a beginner can be overwhelming. You’re wrestling with a new interface, trying to wrap your head around how nodes and scenes work, and learning GDScript all at once. After years of teaching game development and creating YouTube tutorials, Robert Henning knows exactly where you’re likely to have those “wait, what?” moments. He’s built this guide to systematically address those challenges head-on, breaking down complex concepts into digestible steps.
You’ll start by setting up Godot 4 and understanding its interface and tools. Then, you’ll dive into nodes and scenes, Godot’s way of organizing everything, which sounds intimidating but is actually quite intuitive. From there, you’ll explore both 2D and 3D game creation, adding key elements such as players, enemies, collectibles, and lighting effects that make your game pop visually. You’ll also get hands-on with Godot’s scripting language, GDScript, to bring your game ideas to life.
By the end of this Godot 4 book, you’ll have the skills to build complete 2D and 3D games from scratch, covering everything from level design and game state management to score tracking and more. Whether you’re just getting started or are ready to level up, this book will help you turn your ideas into fully playable games.

Das E-Book können Sie in Legimi-Apps oder einer beliebigen App lesen, die das folgende Format unterstützen:

EPUB

Veröffentlichungsjahr: 2025

Bewertungen
0,0
0
0
0
0
0
Mehr Informationen
Mehr Informationen
Legimi prüft nicht, ob Rezensionen von Nutzern stammen, die den betreffenden Titel tatsächlich gekauft oder gelesen/gehört haben. Wir entfernen aber gefälschte Rezensionen.



Godot 4 for Beginners

Develop engaging 2D and 3D games with Godot 4’s scripting and design features

Robert Henning

Godot 4 for Beginners

Copyright © 2025 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

Portfolio Director: Rohit Rajkumar

Relationship Lead: Neha Pande

Program Manager: Sandip Tadge

Content Engineer: Shreya Sarkar

Technical Editor: Tejas Mhasvekar

Copy Editor: Safis Editing

Indexer: Tejal Soni

Proofreader: Shreya Sarkar

Production Designer: Prashant Ghare

Growth Lead: Lee Booth

First published: August 2025

Production reference: 1250725

Published by Packt Publishing Ltd.

Grosvenor House

11 St Paul’s Square

Birmingham

B3 1RB, UK.

ISBN 978-1-83620-309-4

www.packtpub.com

This book is dedicated to my family, who are my biggest supporters. Know that with love and encouragement, you can achieve anything. And Dad, I know that you would be proud of me.

– Robert Henning

Foreword

Creating games has never been this accessible, thanks in large part to powerful yet approachable engines like Godot. However, diving into engines like Godot—while user-friendly—still involves mastering a diverse set of skills, from the obvious ones like programming and math to the less obvious ones like software architecture and game design. Even if you already know the inner workings of a game engine, transitioning to another can be tedious.

This book, written by professional game development tutor Robert Henning, addresses exactly this issue and eases readers into the vast field of game development. The cultivation of new skills will be much easier through Robert’s teaching methods. Moreover, you will even enjoy the process, as the book includes exercises and projects that offer early wins to boost your motivation.

Although I have never met Robert in person, he helped me become a professional game developer in a very direct way—by creating tutorials and Godot Engine-related content on YouTube that both aided and motivated me. At the time of writing this foreword, his channel has over 50,000 subscribers, which is a testament to the usefulness of his videos and his prolific will to help people get started with game development in Godot.

Reading through these pages and doing the exercises transports me back to when I was a beginner—a blank slate—and makes me excited to try out new things. Because if there is one thing that is most important, it is this: always keep a beginner’s mindset and experiment. Every time you learn something or do an exercise, take it to its limits. Change a value here and there until it breaks, and then take a step back. It’s only when we leave the path that we see clearly why the path is there in the first place.

So, I will hold you no longer. Go explore the path laid out by Robert in this excellent book. Look at it as an adventure. Experiment freely, explore the possibilities, and find your own style. You won’t regret it.

Sander Vanhove,

Lead Game Developer and Technical Artist, and Author of the bestselling book Learning GDScript by Developing a Game with Godot 4

Contributors

About the author

Robert Henning has over 20 years of computer science education experience, specializing in game development. He has taught game development using Scratch, Java with Greenfoot, Delphi, Construct 3, Unity, and Godot. A passionate advocate for Godot, Robert has promoted this platform since the early versions.

Robert also runs a popular YouTube channel (https://www.youtube.com/@GameDevJourney) offering tutorials and showcasing games made with Godot. His hands-on approach and dedication to accessible learning have earned him a reputation as a trusted educator. Godot 4 for Beginners is a culmination of his expertise, designed to guide newcomers through creating their own games with clear, step-by-step instructions.

About the reviewers

Deepak Jadhav is an experienced professional with extensive experience in game development and project management, particularly in extended reality (XR) technologies. He excels in creating immersive augmented reality (AR) and mixed reality (MR) experiences, delivering innovative solutions across various industries. His expertise spans game programming, game engines (Godot, Unity, and Unreal), AI system implementation, and applying these skills to enterprise applications. Deepak holds a Master’s degree in Game Development and Project Management and a Bachelor’s degree in Computer Technology, equipping him with technical and managerial skills for leading complex XR and game development projects.

Ural, a game developer based in Turkey, holds a PhD in veterinary medicine. His journey in game development began in high school with Python, leading him to work on diverse projects using engines such as Godot, Unity, and Unreal Engine. He started using Godot as his first game engine in 2018 and has solo-developed various games with it. Since 2021, he has been a lead developer at Harmonia Games. Ural is passionate about exploring different workflows and game architectures. He led the development of the PC game REM the Dreamer, released on Steam, and engineered his own custom game engine from the ground up using C++.

Henrique “Ludonaut” Campos is an indie game developer and game designer working in the industry for years. Started as a University teacher in 2015 in the Computer Graphics and Artificial Intelligence chairs and working in the GDQuest team from 2018 to 2022, Henrique is also an independent consultant for studios and schools. Under the alias of Ludonaut, Henrique creates game development content on his YouTube channel creating games, assets, ebooks, and courses that can be found in his itch.io profile. Being the author of the Game Development Patterns with Godot 4 book, Henrique paved the way for Godot users to make reusable and scalable code libraries for Godot Engine projects.

Contents

Preface

Part I: Learning How the Godot Engine Works

Let’s Get Godot-ing!

Getting the most out of this book – get to know your free benefits

Next-gen reader

Interactive AI assistant (beta)

DRM-free PDF or ePub version

Technical requirements

What is Godot?

What makes Godot so special?

Setting up Godot 4

Creating a new project

Making the scene dynamic

Delta

Continuing the bouncing label project

Summary

Exploring the Godot Engine Interface

Technical requirements

Important terms

Editing an existing Godot project

Creating an additional scene

Reacting to player input

Scripting player reactions to input

Hiding the label until the user provides input

Input handling

Summary

Introduction to 3D

Technical requirements

Creating 3D objects

Moving around the scene

Creating a material for your object

Creating a material

Applying a material

Challenge yourself

Creating lighting for the scene

Directional light

Omni light

Spotlight

Summary

Scripting with GDScript

Technical requirements

Understanding GDScript

Creating scripts

Understanding functions

Understanding the game loop

_ready()

_process(delta)

_physics_process(delta)

Understanding variables

Creating a variable

Data types

Naming conventions

Understanding operators

Order of operations

Practice exercise

Relational and comparison operators

Practice exercise

Using custom functions

Arguments and parameters or function inputs

Functions can return output

Summary

Part II: Working with the Godot Engine

Understanding Vectors

Technical requirements

What are vectors?

Coordinates in Godot

Using vectors in Godot

Movement and positioning

Vector addition

Vector subtraction

Vector multiplication

Vector length

Distance

Normalization

Summary

Creating a 2D Mini-Game in Godot – Part 1

Technical requirements

Building the level with a TileMap

Creating and controlling the player

Adding the background

Setting up the player animations

Detecting collisions

TileMap collisions

Collision layers and collision masks

Painting the tiles

Adding the CharacterBody2D template for the Player script

Cleaning the code

Summary

Creating a 2D Mini-Game in Godot – Part 2

Technical requirements

Controlling player animations with code

Helper variables

Wall-sliding and double-jumping mechanics

Double-jump function

Wall-slide function

Checking conditions

Detecting input

Resetting the wall slide

Limiting downward speed

Animate function

Falling through platforms

Adding collectible items

Strawberry scene (our collectible item)

Implementing the Strawberry script

Adding a patrolling enemy

Mushroom stomping

Implementing level completion

Summary

Part III: Building and Beyond – Your Game Development Journey

Creating a 3D Mini-Game in Godot – Part 1

Technical requirements

Working in 3D: a new dimension in Godot

Building a 3D character

Creating a level design

Creating a level component

Example: creating a grass platform

Handling irregular collision shapes

Creating the level layout

Organizing the level scene

Working with a Character Controller script

Using variables

Linking the Player script with the camera

Alternative method for adding reference variables

Exploring functions

Creating an input map

Implementing player controls and actions

Handling game events and feedback

Implementing a camera controller

Running tests

Summary

Creating a 3D Mini-Game in Godot – Part 2

Technical requirements

Exploring collectibles

Creating the Gem scene

Adding the Gem script

Introducing obstacles

Creating the Cannon scene

Creating the Ball scene

Writing the Ball script

Writing the Cannon script

Completing our level

Creating the Flag scene

Changing scenes

Polishing our level

Setting the background color

Adding particle effects

Creating the smoke scene

Adding audio to our level

Using the sine function

Summary

Adding Game Juice

Technical requirements

Understanding game juice

Foundations of juicing: animation and audio

Visual feedback (animation and particle effects)

Audio feedback (music and sound effects)

Implementing a health bar HUD

Developing a heart-based health system

Updating the HUD in the Level script

Adding a hit animation

Creating a confetti cannon effect

Scripting the confetti cannon

Adding audio and sound effects

Implementing a sound effect

Summary

Understanding Game Design

Technical requirements

Understanding the foundations of game design

Introducing the game design document

Why is documentation necessary for your game design?

Understanding the guiding principles for the GDD

Think visually

Keep it brief and clear

Stay organized

Learn by example

Exploring the Game Design Document

Title: what will you call your game?

Team: who will build or develop the game?

Status: what is the status of the project?

Statement of concept: what is your game about in one sentence?

Expanded concept paragraph and USP: what makes your game unique, and how can you describe it in more detail?

Genre: what type of game are you making?

Audience: who is this game for?

Experience: what should the player feel or experience while playing?

Anchor points: what are the core ideas, inspirations, or reference points?

Platform: which platforms will the game be released on?

Review competition: what similar games exist, and how will yours stand out?

Assets: what art, sound, and other resources will your game need?

Monetization: how will the game generate revenue, if at all?

Describing game elements of the GDD in detail

Player progression and objectives

Game world and background

User interface

Audio and visual style

Game systems and features

Software requirements

Game objects

Detailed asset list

Prototypes

Playtesting

Archive

Current concerns and considerations

Implementation details

Summary

Where to Next?

Technical requirements

Utilizing educational resources

YouTube

Blogs

Exploring opportunities for practice

Participating in game jams

Community and networking

Why networking matters

Where to build your network

People to follow

Utilizing tools and assets

Tools

Resources

Building your portfolio

Developing game ideas

Design guide for your next project

Further reading

Summary

Unlock Your Book’s Exclusive Benefits

How to unlock these benefits in three easy steps

Step 1

Step 2

Step 3

Need help?

Other Books You May Enjoy

Index

Landmarks

Cover

Index

Part 1

Learning How the Godot Engine Works

In this first part of the book, you’ll build a strong foundation in using the Godot game engine. We’ll begin by exploring Godot’s origins and what makes it a unique and powerful tool for game development. Then, you’ll get hands-on with the engine’s interface, learning how scenes, nodes, and the editor all work together. You’ll also take your first steps into 3D game development and dive into scripting with GDScript, Godot’s intuitive, Python-like language. By the end of this part, you’ll be ready to begin creating interactive games with confidence.

This part of the book includes the following chapters:

Chapter 1, Let’s Get Godot-ing!Chapter 2, Exploring the Godot Engine InterfaceChapter 3, Introduction to 3DChapter 4, Scripting with GDScript