
Explore Godot 4.5 beta updates, including tile map chunk colliders, 3D bone constraints, abstract classes in GDScript, improved import and rendering, and debugging enhancements with GitHub tickets for details.
Explore the Godot 4.6 stable release, highlighting quality-of-life improvements like draggable windows, scene-based tile placement, visible margin sizes, and the default Jolt physics engine for 3D.
Develop a base unit scene in Godot 4 to support a Brotato-style game, enabling player and enemy to share health components, visuals, and animations for idle, move, and die.
Create all players by inheriting from a base well-rounded scene, swapping sprites and stats. Define unit stats resources, set health, speed, luck, blockchains, and assign gold drops.
Create an enemy chaser in Godot 4 that follows the player while avoiding nearby enemies using a flock push, a 60 unit distance threshold, vision area, and rotation handling.
Create a hitbox component to manage damage, critical hits, and knockback, enable and disable monitoring and monitorable properties, wire it into entities, and use area enter signals and collision layers.
Configure and implement melee weapons in a Godot 4 project by building weapon base scenes, tiered items, and data-driven stats, enabling rotation toward the nearest target, melee attack, and knockback.
Create a weapon container in Godot 4 to position up to six weapons around the player using marker 2D nodes, count-based references, and an update function.
Review all melee weapons, inspecting axe, chainsaw, mace, sword, punch, and wand scenes with hitboxes, collisions, weapon behavior, and references; note labels from common, rare, epic, and legendary.
Create a pistol projectile in Godot 4 by building a 2D scene with sprite and hitbox, configuring velocity, damage, critical, and knockback, and destroy on viewport exit.
Configure a four-tier pistol with labeled items, rare to legendary tiers, and set damage, accuracy, cooldown, range, and recoil stats across levels using references.
Explore two enemy attack behaviors in Godot 4: a charging foe that follows and collides with the player, and a shooter that fires projectiles with an arc angle and cooldown.
Create a shooting behavior for an enemy shooter in Godot 4, enabling multi-projectile shots with arc angle, projectile count, and cooldown, using a fire position and player direction.
Create a spawner driven by wave data for waves 1–5, supporting fixed or random spawn every 0.5 seconds and weighted enemy selection, with per-wave updates to health and damage.
Create a weighted random spawner using wave data and wave unit data resources. Configure fixed or random spawn timing, wave time, and per-enemy weights, plus a get random unit function.
Create an item upgrade class inheriting from item base, export value and description, start id, and apply upgrades to player stats; test upgrades include block, damage, health, lifesteal, luck.
selects four items for offer from upgrade and shop pools based on the current wave and tears, using tier probabilities and avoiding duplicates.
Create and apply tier-based item styles for the upgrade panel, defining colors, borders, and a get tier style function to map item tiers to styles across waves.
Create a shop card panel in Godot 4 by loading item icon, name, type, and description, using a rich text label and a coin icon with a coins label.
Enable weapon merging in the shop panel by selecting a weapon, verifying two of the same type, and upgrading to a higher tier, such as laser level two.
Add tier-based outlines to weapons using a Godot shader, copy an outline shader from a public repository, and apply per-tier colors for common, rare, epic, and legendary weapons.
Learn to Create a Brotato-Style Game with Godot 4
Are you looking to boost your game development skills using Godot 4 and GDScript?
This course is for you!
NEW SECTION: Save Game State
NEW UPDATE: Improved audio
In this project, we’ll practice the basics of Godot 4 and take our skills further by building a Brotato-style game packed with mechanics and systems found in Bullet Hell or Survivor games. You’ll find everything you need to master Godot—one of the most powerful and fast-growing tools in the industry.
What will you learn in this course?
Scene composition
Scene and class inheritance
Working with different nodes
Save game state
Creating reusable components
Building user interfaces
Creating item systems
Building a full weapon system
Creating entity systems
Designing panels and cards
Creating item tiers
Making a complete spawner
Getting items based on tiers
Bringing enemies to life with abilities
Structured programming
And much more!
You’ll also get access to:
All assets and resources used in the course
Full source code to download and compare
Godot is growing fast, and now is the best time to learn it.
Become a professional game developer and start building your own projects with Godot 4 and GDScript.
Enroll now and take your passion for game development to the next level!