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How to Make a Retro Style 3D FPS in the Godot Game Engine
Rating: 4.6 out of 5(1,097 ratings)
6,312 students

How to Make a Retro Style 3D FPS in the Godot Game Engine

Learn how to make an old school fast-paced first person shooter in the Godot game engine
Last updated 6/2024
English
English [Auto],Korean [Auto],

What you'll learn

  • How to implement a fast paced old school first person character controller in Godot
  • How to fully implement a machine gun, shotgun, sword, and rocket launcher in Godot
  • How to implement basic artificial intelligence in Godot
  • How to use pathfinding in Godot
  • How to implement basic GUI in Godot
  • How to use particle effects in Godot

Course content

8 sections68 lectures12h 3m total length
  • Making The Environment9:10
  • Player Movement22:17
  • Player Health10:46
  • Weapon Manager15:16
  • Importing Weapon Models8:06

    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.

  • Weapon Animations12:34
  • Bullet Hit Effects11:55

    Create a bullet hit effect in a new 3D Godot scene using GPU particles for sparks and smoke, plus a decal for bullet holes.

  • Hit Scan Bullets15:54
  • Weapon Script12:11
  • Muzzle Flashes5:43
  • Making The Shotgun4:57
  • Making The Machete17:34
  • Making the Rocket Launcher27:17
  • Adding Crosshairs2:21

    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.

  • Animating the Weapon Manager5:35
  • Importing Monster Meshes and Setting Up Materials3:41
  • Setting Up Enemy Hitboxes21:41
  • Setting Up Enemy States and Dying6:00

    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.

  • Enemy Vision and Hearing16:59
  • Enemy Movement and Facing12:51
  • Enemy Melee Attacks14:32

    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.

  • Ranged Enemy and Fireball Projectile11:28
  • Blood Effects15:47
  • Gibbing17:52

    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.

  • Making Health, Weapon, Ammo Pickups20:35

    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.

  • Player Death Screen10:05
  • Player Stats Display9:44
  • Player Health Effects3:30
  • Pickup History Display9:43
  • Adding Sound Effects To Everything18:54

    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.

  • Exporting Your Project2:32

Requirements

  • Some familiarity with programming

Description

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.

Who this course is for:

  • Beginner Game Developers