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Published: September 7, 2023 (5 months ago.)
Tags:  Games · Godot · Programming

The book in...
One sentence:
A well scaled guide through five 'complete' games of varying complexity and genres.

Five sentences:
After a solid introduction the first project is presented and explained in deep detail so that someone who has never used Godot or a game framework in general will be able to follow along. In the beginning many things are shown with screen shots to hold your hand as to where things are and give you an example of how your project should look. As the book progresses, theses screen shots are less common and the description of what you are supposed to do gets more terse, forcing you to have paid attention to and understood the previous lessons. I think that the difficulty curve utilized in this book is done very well so that it takes you from no understanding at the beginning to having a solid foundational understanding by the end. Overall, very pleased with the book and confident that what I learned will position me to successfully tackle more complex aspects of Godot and game dev in general.

designates my notes. / designates important. / designates very important.

Table of Contents

· Chapter 01 - Introduction to Godot 4.0

· Chapter 02 - Coin Dash – Build Your First 2D Game

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see: [[Godot - Node Paths]]

· Chapter 03 - Space Rocks: Build a 2D Arcade Classic with Physics

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Connecting signals to preexisting functions.

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func _physics_process(delta):
    rotation += deg_to_rad(rotation_speed) * delta
    follow.progress += speed * delta
    position = follow.global_position
    if follow.progress_ratio >= 1:
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Introduction to particle effects.

· Chapter 04 - Jungle Jump – Running and Jumping in a 2D Platformer

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var tween = create_tween().set_process_mode(Tween.TWEEN_PROCESS_PHYSICS)
tween.tween_property($TileMap, "position", offset, duration / 2.0).from_current()
tween.tween_property($TileMap, "position", Vector2.ZERO, duration / 2.0)

set_parallel(false) tells tween to perform the two property tweens sequentially rather than at the same time.

· Chapter 05 - 3D Minigolf: Dive into 3D by Building a Minigolf Course

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MOUSE_MODE_VISIBLE: This is the default mode. The mouse is visible and free to move in and out of the window.

MOUSE_MODE_HIDDEN: The mouse cursor is hidden.

MOUSE_MODE_CAPTURED: The mouse is hidden and its position is locked to the window.

MOUSE_MODE_CONFINED: The mouse is visible, but confined to the window.

· Chapter 06 - Infinite Flyer

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func get_input(delta):
    pitch_input = Input.get_axis("pitch_down", "pitch_up")
    roll_input = Input.get_axis("roll_left", "roll_right")
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· Chapter 07 - Next Steps and Additional Resources

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-noimp – These objects will be removed from the imported scene.

-col, -convcol, -colonly – These options tell Godot to make a collision shape from the named mesh. The first two options make a child triangle mesh or convex polygon shape, respectively. The -colonly option will remove the mesh entirely and replace it with a StaticBody3D collision.

-loop – Blender animations with this suffix will be imported with the loop option enabled.

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