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Game Development Essentials in Godot!
Rating: 4.9 out of 5(7 ratings)
133 students

Game Development Essentials in Godot!

Add elements to your Godot game project that are essential for any game genre; menus, music, and data persistence.
Last updated 6/2024
English

What you'll learn

  • Learn how to transition between multiple scenes in your Godot project. Transition smoothly with visual and audio fades.
  • Use data persistence to pass information between scenes.
  • Build menus and interfaces with a varity of button types and consistent themes.
  • Save game settings and progress between game sessions with custom resource files.

Course content

1 section10 lectures2h 28m total length
  • Pause17:42

    Pause your game and build a menu on a canvas complete with buttons.  Learn how to connect signals to script functions.

  • Title15:59

    Build a title scene for your game and connect it to the game scene, then connect the game scene back to the title scene through the pause menu.

  • Transition14:18

    Transition smoothly between scenes by fading to black.  Learn how to use tweens to gradually change properties over time and await signals.

  • Autoload14:06

    Learn about classes and inheritance while passing information about game settings and player progression between different scenes.

  • Music15:09

    Combine the previous lessons to create an autoloaded node capable of fading background music in and out for each scene.

  • Settings18:34

    Learn how to use more types of Control nodes, nesting containers, and emit custom signals to build a settings menu accessible from any scene.

  • Exit13:20

    Detect when the player exits the level, fade to black, and unload the current level.  Learn about abstraction and debug warnings.

  • Enter15:57

    Use arrays to store transitions between levels, iterate through the array, position the character in the new level and rotate them to face the desired direction.

  • Save11:47

    Use Singletons to save and load both game settings and player progress through your game.

  • Credits11:41

    Wrapping everything up by adding a credits scene with variable scrolling speed.

Requirements

  • Students should have completed "Introduction to 3D Game Development in Godot."
  • Or have a Godot project ready with multiple levels and a character to move between them.

Description

This course is a continuation of Introduction to 3D Game Development in Godot, but can be followed & applied to any project that contains a character the player can control to move through multiple levels.

Join our discord server to work on this course alongside your peers!

In this course, we will cover essential elements that are common to almost any game of any genre; pausing, menus, changing scenes, data persistence, music, settings, and moving a character between different areas of your game.  When you're done, you'll have a good basic structure of a game that you can further develop into something of your own design of any genre.

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 GDscript, with everything explained in detail.  Our scripts will be written to be highly customizable and reusable.  All of the project files will also be 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.

This course will be part of a series designed to teach bite-sized pieces of game development that can all be used interchangeably with each other.  So let me know what types of games you're interesting in learning how to make and I'll try to include them in future courses in this series.

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.