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Dialogue and Events in Godot!
Rating: 5.0 out of 5(2 ratings)
138 students

Dialogue and Events in Godot!

Allow players to interact with NPCs and objects with branching dialogues, progress flags, and cut scenes.
Last updated 7/2024
English

What you'll learn

  • Create a dialog box for display dialogue in your game.
  • Build an event system that allows the player to interact with NPCs or objects with a button press.
  • Use progress flags and dialog options to produce complex branching narratives.
  • Move the camera, animate characters, and fade to black to produce high quality cut scenes.

Course content

1 section10 lectures2h 1m total length
  • Dialog Box11:53

    Create a dialog box for your game that displays a line of dialogue to the player.

  • Monologue13:13

    Display longer sequences of dialogue from a single speaker without closing the dialog box, complete with animated typing at variable speeds and letting the player skip the typing animation.

  • Event Manager10:31

    Synchronize dialogue with other game scene objects through the use of an event manager.

  • Interact11:21

    Apply the composite pattern to make anything in your game intractable with a button press.

  • Choice12:33

    Creating branching dialogue trees by connecting signals to a match statement.

  • Flags12:11

    Use progress flags, allowing the player to progress through your game using the event system.

  • Camera15:00

    Add camera angles, panning, and track movements to turn dialogue into cut-scenes.

  • Animation11:49

    Animate characters during interaction and dialogue events.

  • Direction11:53

    Move characters around the scene during events using markers and simple stage directions telling them to walk or run.

  • Modularity10:56

    Make event scripts easier to write & edit, standardize common functions and nest events inside each other.

Requirements

  • Students should have completed "Game Development Essentials in Godot."
  • Or have a Godot project ready with a playable character and NPCs or objects to interact with.

Description

Welcome to my course on Dialogue and Event Systems in Godot!

This course is a continuation of Game Development Essentials in Godot, but can be followed and applied to any project that involves a character that the player can control to interact with NPCs or objects by pressing a button and displaying dialogue.  You're welcome to join our discord server to work on this course alongside your peers.  In this course, we will cover the creation of dialog boxes, events & interactions, then tie them together with progress flags, camera controls, and character animations.


When you're done, you'll have a comprehensive dialogue and event system for your game that can be used to produce high quality cutscenes and complex branching narratives that react to player's choices and allow them to progress through the game.  You'll also learn useful skills for working with the Godot game engine; organizing and designing your projects to be more scalable.  You will be learning how to code with GD script, with everything explained in detail.  We will apply object oriented design principles in our scripts; Inheritance, Encapsulation, and Abstraction, alongside other software engineering design patterns like the Singleton and Composite Pattern, to keep them organized, customizable, and reusable for a project of any size.


All of the project files are also available on GitHub if you need to review the project as it was after completing each lesson.  These videos were recorded using Godot version 4.2.2.  The project starts with assets from KayKit's Character & Dungeon Remastered Packs made by Kay Lousberg, and Basic GUI Bundle made by Penzilla.  All are available to download for free on itch.

Who this course is for:

  • First time game developers, or anyone switching over to the Godot engine from other engines.
  • Experienced 2D game developers who are interested in learning about 3D.
  • Anyone who has completed beginner tutorials but would like to learn real game infrastructure that is scalable.