
Explore the Godot 4 editor, create and manage 3D nodes, and apply gdscript-driven changes, including mesh instance 3D, materials, textures, and unique material instances.
Explore sdfgi and world environment in Godot 4, enabling ambient occlusion and real-time global illumination to enhance sky lighting and emissive materials.
Explore real-time global illumination with voxel GI and screen space reflections in Godot 4, including materials, collisions, and dynamic versus static lighting for an immersive first-person shooter.
Learn GDScript basics, attach scripts to nodes, and implement a day night cycle by rotating the directional light. Explore rigid bodies, collision shapes, and arrays and dictionaries.
Create a sphere player in Godot 4 using a character body 3D, attach a camera on a spring arm, and move with integrate forces, impulses, and input for jumping.
Install Cyclops level builder from GitHub, import the add ons folder into your Godot project, enable it in project settings, and start 3d scene with procedural sky and environment.
Learn to build blocky levels in Godot 4 using the Cyclops level builder, including click-and-drag blocking, extruding faces, and clipping blocks to create doors and windows.
Create a finite state machine to drive player movement in Godot 4, with idle, crouch, in-air, run, and walk states. Implement enter, exit, and transitions via a transition signal.
Build a Godot 4 state machine with a base state script and concrete states like idle and walk, then add a player state with asserts and enter/exit hooks.
Master idle state setup in a Godot 4 first person shooter by building a state machine, creating per-state scripts, and updating the player's velocity based on input.
Implement walking by lerping velocity x with run speed, friction, and input direction; use a state machine to transition among idle, walk, and in-air states with gravity and jump messages.
Implement crouch and run states in a Godot 4 shooter, map crouch and run inputs, adjust the collision shape height for crouch, and control movement with walk and run speeds.
Explain a jump bug across games caused by resetting velocity.y to zero, and show how to reset velocity only during the jump using an inner state with a jump flag.
download the kenny.nl assets, create a 3d models folder, import gltf or fbx meshes with mtl textures, then attach the imported weapons to the camera in Godot 4.
Create weapon animations in Godot 4 using the AnimationPlayer, adding activate, deactivate, reload, and shooting sequences for pistol, machine gun, and rocket launcher with proper camera visibility.
Create weapon resources in Godot 4 to define per-weapon data like name, ammo, range, damage, and projectile properties, then instantiate pistol, machine gun, and rocket launcher resources.
Define pistol, machine gun, and rocket launcher resources in Godot 4, including animations and ammo, then implement a weapons manager to initialize and equip starting weapons.
Implement a weapons manager in Godot 4 by building a weapon resources dictionary, initializing start weapons, equipping the first weapon, and controlling enter/exit animations with weapon up/down input.
Wire up signals to update the HUD with current weapon, ammo, and weapon stack, and manage a debug canvas layer and responsive labels in Godot 4.
Configure the weapons manager, add shoot and reload actions, implement shooting with ammo checks and per-weapon animations, and emit ammo updates via signals, noting reloading is not yet implemented.
Create a bullet shot png in a sprite 3d scene, preload and instantiate it on weapon hits, place at collision point, and auto-delete after 0.5 seconds with a y billboard.
Reload and auto shooting teach how to trigger reloads from input, calculate reload amount from magazine, current ammo, and reserve ammo, and update ammo signals while enabling auto fire.
Create and integrate rigid body collision targets in a Godot scene, implement hitscan damage with target groups, health, and impulse-based knockback.
Learn to implement static targets with health and hitscan damage using a static body 3D, and add moving targets via an animation player on a node 3D.
Create and launch projectiles in Godot 4 by instantiating a bullet scene from a weapon, applying velocity, and cleaning up with a timer and collision rules.
Configure 3d physics layers and masks in Godot 4, naming world, player, objects, weapons, and projectiles; assign collisions to ensure projectiles, players, and targets interact as intended.
Create a reusable weapon pickup system that swaps weapon meshes by an exported type enum (pistol, machine gun, rocket launcher) and supports equip, drop, and ammo handling.
Add a weapon pickup with a loaded mesh in the level. Detect collisions to equip weapons by updating a weapon stack and using pickup groups.
Create example enemy for a Godot 4 fps game by importing a Mixamo model with Blender, baking a navigation mesh, and building a state machine for idle, roam, and attack.
Learn how to use blender and mixamo to create enemies for Godot 4, export as gltf with embedded textures, and set up idle, walk, and attack animations.
Create an enemy scene with nav region nodes and a navigation agent 3D, bake the navigation mesh, and configure collision layers and a detect player area.
Learn how to implement a simple enemy state machine in GDScript using setget, define variables for damage, speed, health, and projectile velocity, and reference the player for detection.
Detect the player and switch to attack state, stop movement in physics processing, and fire enemy projectiles from a dedicated enemy projectile scene with proper collision layers.
Implement an attack state where the enemy rotates toward the player, and after the attack animation finishes, fires a projectile instantiated from the bullet point with velocity toward the player.
Implement the hit_successful function to damage enemies, assign them to the target group, and delete after a dying animation. Add player health of three and a game over restart option.
Dive into the world of game development with our Udemy course, where we bring the classic first-person shooter experience to life using the powerful Godot engine!
Learn to create the fundamental elements for a FPS game, laying the groundwork for expansion into a fully sellable Steam title. Gain a comprehensive understanding of 3D world environments and lighting techniques in Godot, enabling you to sculpt immersive game spaces.
Unlock the secrets of successful level design as we explore the use of addons to craft intricate 3D maps, guiding you through the ins and outs of the process.
Overcome common challenges encountered during mapping with insider tips and tricks, ensuring a seamless and polished gaming experience.
Delve further into the course and discover how to implement state machines for fluid gameplay, integrate character navigation AI for realistic movement, and design enemies that not only attack the player but are also attackable by the player with a fully customizable state machine for both the enemies with navigation implemented and the player.
Whether you're a novice or seasoned developer, this course offers hands-on projects, valuable insights, and the skills needed to bring your FPS game vision to fruition. Enroll now and embark on a thrilling journey to create your own classic-inspired first-person shooter in Godot!