
Import 3D weapon models into Godot, create materials, and configure albedo and roughness, then re-import textures while troubleshooting issues like textures not loading and editor caching.
Create a bullet hit effect in a new 3D Godot scene using GPU particles for sparks and smoke, plus a decal for bullet holes.
Create a crosshairs texture rect named crosshair in Godot and center it. Toggle visibility, fix has method bug, and adjust stretch mode for crosshair size in fullscreen.
Build basic enemy states in Godot for a retro style 3d fps: idle, attack, and dead, with corresponding animations, collision handling, and health-driven death transitions.
Implement a melee attack system for a bird monster with can see target. Add a defined attack range and facing logic, then trigger via animation and attack emitter.
Learn how to implement gibbing in a retro style 3D fps using Godot: trigger gib on damage via the health manager, spawn gib chunks and blood particles.
Discover how to implement health, weapon, and ammo pickups in a retro 3D fps with Godot, including pickup scenes, collision, spin animation, and a pickup manager.
Learn to implement sound effects in Godot for a retro style 3d fps: create an sfx bus, attach audio players, and add weapon, pickup, and monster sounds with variations.
Set up a 3D scene in Godot to build a retro style fps world by tiling ground textures, importing assets, and instancing walls with colliders.
Import and organize weapon models in Godot by creating a weapons folder, importing 3D models and textures, adjusting shaders, and preparing gun assets for a retro style 3D FPS.
Learn to implement hitscan bullets in Godot by creating a weapon script, preloading hit effects, and using a ray intersection to detect hits, apply damage, and spawn oriented impact effects.
Create a modular shotgun system in Godot by adding bullet emitters via a spatial node, tuning rotations for spread, wiring muzzle flash, and setting attack rate and damage.
Create a rocket launcher in Godot by instantiating rockets, setting damage and transforms, and adding a muzzle flash. Connect the fired signal and tweak the explosion to stop stray particles.
Add crosshair textures to each weapon, center them via the inspector, organize them in a cross-hairs folder, name each texture, and toggle visibility in the weapon script.
Import and organize enemy meshes in a new enemies folder, configure textures with filtering disabled and enable back-face culling, then verify looping animations (names end with _loop) import in Godot.
Set up monster chase by facing the player, using a navigation node and simple path to the next node, then move with the character mover while ignoring rotation.
Set up enemy melee attacks in Godot by defining attack range and rate, wiring a timer, enabling attack states, aiming at the player, and triggering damage via an animation event.
Design a fireball projectile in Godot by converting a rocket into a fireball, adding a sprite 3D smoke trail, animation, and a one-shot particle burst, plus a fireball spawner.
Learn to create gib effects in Godot, configure blood spray particles, implement gravity and bounce with velocity retention, and use a pre-spawned gib pool.
Create a health effects overlay with a color rectangle and an animation player to flash red on hurt and green on heal, using keyframes for visibility and alpha.
Sound effects websites:
https://opengameart.org/
https://www.youtube.com/audiolibrary/soundeffects
https://gamesounds.xyz/
In this course you'll learn how to make an old school fast paced 3D FPS in the Godot Game Engine.
I'll cover how to set up an environment and lighting, make player movement, create four guns: a machete, shotgun, machine gun, and rocket launcher, make two enemies, one melee and one range, with pathfinding and basic ai, create particle effects for explosions and smoke trails, create animations for weapons, create ammo, health, and weapon pickups, and set up a basic hud for the player.
Udemy's requirements for course descriptions have changed since I originally posted this course and now require a minimum of 200 words, which is stupid, so here's some filler: I need 88 more words at this point so I'm just going to type random words from the alphabet in. Or I suppose I could use a chatbot, but I'd rather have that human touch. This really is a stupid requirement, I said all I needed to say in only 110 words, which is much clearer than using 200, but because of some arbitrary rule, I'm now required to add this extra section that literally no one will read. Fantastic. Seven more, I guess it could be worse.