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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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Learn the Godot 4 game engine and GDScript 2.0 as you build your own game and transform into a proficient programmer with this illustrated guide

Key FeaturesLearn the fundamentals of programming as you write GDScript 2.0Explore the world of GDScript 2.0 with this comprehensive introduction to the languageWork with Godot 4’s robust features and built-in tools to create captivating 2D and 3D games, simulations, and interactive applicationsPurchase of the print or Kindle book includes a free PDF eBookBook DescriptionIn 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.

What you will learnDevelop your GDScript 2.0 programming skills from basic to advanced, emphasizing code cleanlinessHarness Godot 4's integrated physics engine to control and manipulate in-game objectsDesign a vibrant and immersive game world by seamlessly integrating a diverse array of assetsMaster the art of processing input from various sources for enhanced interactivityExtend the reach of your game by learning how to export it to multiple platformsIncorporate simple multiplayer functionality for a dynamic gaming experienceWho this book is forThis 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.

Table of ContentsSetting Up the EnvironmentGetting Familiar with Variables and Control FlowGrouping Information in Arrays, Loops, and DictionariesBringing Structure with Methods and ClassesHow and Why to Keep Your Code CleanCreating a World of Your Own in GodotMaking the Character MoveSplitting and Reusing ScenesCameras, Collisions, and CollectiblesCreating Menus, Making Enemies, and Using Autoloads<

618 pages, Kindle Edition

Published May 17, 2024

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Profile Image for Charlie Lee.
303 reviews11 followers
June 22, 2024
I'm going to write a review based on this book's utility to others. After browsing through the 4 books on Godot 4 on Amazon produced by Packt, I looked through the indexes of each book and decided on which I believed aligned best with what I wanted to learn.

Here are the other books I ruled out:

Godot 4 Game Development cookbook:
Based on only 230 pages long and the blurb describing it as a book for those familiar with Godot 3 (I'm not) that want to learn Godot 4. Also, reviews mentioned that instructions to install Godot 4 were repeated in each recipe.

Godot 4 Game Development Projects: Build Five Cross-Platform 2d and 3d games:
In hindsight, this is the book I should have bought. I didn't based on the fact that it was predominantly 2d and the one confirmed 3d game was golf, which didn't sound particularly interesting (high flyer, the final game, didn't specify 2d or 3d, but another sports game didn't sound riveting either).

Game Development with Godot 4 and C#:
The book I would have loved, but isn't available till October, and I couldn't wait that long. The description of this is use your existing C# skills to make 3d games and tbh, this sounds more intermediate programming wise, and focuses on 3d. I would say C# is a slight language preference, but I don't mind Python, both are preferable over c++.

Here's the book I went with:

Learning GD Script by Developing a Game with Godot 4:
(This book.) I have read books on Unity that are more GUI focused and others more scripting focused. I prefer to use script, where possible, so the title of this book involving GD Script and focusing on one game really thoroughly (I assumed) sounded like a great idea. However, this book is really for people wanting to learn programming and doing that through Godot. This is like an introduction to programming through GD Script and not a introduction to programming with GD Script. I also assumed the one game covered thoroughly would be 3d (it was unspecified), which was naive on my part and there were no reviews as yet to go on.

I think this probably is a good book for beginner programmers who have picked GD Script and or Python as their first languages, but as an experienced developer learning this engine, especially if you're familiar with Python already, you'll probably only read/need the middle third of the book. Here's why:

1. The first third is an introduction to GD Script, essentially an introduction to Python, so may prove familiar.

2. Covers all the things you would expect in learning the basics of a game engine, like physics bodies and colliders, game state, UI, etc. Definitely the bit you don't want to miss. I was surprised by the detailed section on multiplayer, by far the most advanced topic and slightly odd that it was in here, despite not covering other more common introductory topics, like animation.

3. The final third an introduction to intermediate programming topics like OOP and design patterns. Maybe this would be useful as reference for how to implement oop in Godot specifically as some syntax differs slightly from Python here, whereas most of the 30ish keywords from the first section work exactly the same.
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