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Patrick Felicia - Godot from Zero to Proficiency Advanced Godot from Zero to Proficiency

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Godot From Zero to Proficiency
(Foundations)
First Edition
A step-by-step guide to creating your first 3D game environment in Godot.
Table of Contents
Title Page
Godot from Zero to Proficiency (Foundations)
Chapter 1: The Benefits of Using Godot
Chapter 2: Installing Godot and Becoming Familiar with the Interface
Chapter 3: Creating and Exporting your First Scene
Chapter 4: Transforming Built-in Objects to Create an Indoor Scene
Chapter 5: Creating an Outdoor Scene with Godots Built-in Terrain Generator
Chapter 6: Frequently Asked Questions
Chapter 7: Thank you
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Patrick Felicia
Godot From Zero to Proficiency
(Foundations)
Copyright 2020 Patrick Felicia
All rights reserved. No part of this book may be reproduced, stored in retrieval systems, or transmitted in any form or by any means, without the prior written permission of the publisher (Patrick Felicia), except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either expressed or implied. Neither the author and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
First published: March 2021.
Published by Patrick Felicia
Credits
Author: Patrick Felicia
About the Author
Patrick Felicia is a lecturer and researcher at Waterford Institute of Technology, where he teaches and supervises undergraduate and postgraduate students. He obtained his MSc in Multimedia Technology in 2003 and PhD in Computer Science in 2009 from University College Cork, Ireland. He has published several books and articles on the use of video games for educational purposes, including the Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches (published by IGI), and Digital Games in Schools: a Handbook for Teachers, published by European Schoolnet. Patrick is also the Editor-in-chief of the International Journal of Game-Based Learning (IJGBL), and the Conference Director of the Irish Symposium on Game-Based Learning, a popular conference on games and learning organized throughout Ireland.
Support and Resources for this Book
To complete the activities presented in this book you need to download the startup pack on the companion website; it consists of free resources that you will need to complete your projects. To download these resources, please do the following:
Open the page
Click on your book From Zero to Proficiency
In the new page please click the link that says Here Click to Download Your - photo 1
In the new page, please click the link that says Here Click to Download Your Resource
This book is dedicated to Mathis Helena Table of Contents Chapter 1 The - photo 2
This book is dedicated to Mathis & Helena
Table of Contents
Chapter 1: The Benefits of Using Godot
What is a game engine and should you use one?
Advantages of using Godot
Novelties introduced in Godot
Level roundup
Chapter 2: Installing Godot and Becoming Familiar with the Interface
Downloading Godot
Understanding and becoming familiar with the interface
The Viewport
Discovering and navigating through the scene
The scene tree (or scene dock)
The filesystem dock
The inspector
The bottom panel
Level roundup
Chapter 3: Creating and Exporting your First Scene
Creating a new project and a new scene
Adding and combining simple built-in objects to your scene
Adding colors and textures
Creating a simple staircase
Saving the scene
Building and exporting our scene
Level roundup
Chapter 4: Transforming Built-in Objects to Create an Indoor Scene
The plan
Creating a scene and importing the necessary assets
Changing the texture of the ground (removing the image template)
Adding a ceiling to the maze
Adding light to the scene
Level roundup
Chapter 5: Creating an Outdoor Scene with Godots Built-in Terrain Generator
The plan
The island outline
Downloading necessary material
Importing necessary assets
Creating the outline of the island
Adding water
Painting the island with realistic textures
Adding a lake and a mountain
Adding a car to the 3D environment
Level roundup
Chapter 8: Frequently Asked Questions
Chapter 9: Thank you
Preface
This book will show you how you can very quickly start using Godot, a lightweight engine that makes it possible to create games.
Although it may not be as powerful as Unity or Unreal yet, it offers a wide range of features for you to create your own video games. More importantly, this game engine is both Open Source and lightweight which means that even if you have (or you are teaching with) computers with very low technical specification, you should still be able to use Godot, and teach or learn how to code while creating video games.
This book series entitled Godot From Zero to Proficiency gives you the opportunity to play around with Godots core features, and essentially those that will make it possible to create interesting 3D and 2D games rapidly. After reading this book series, you should find it easier to use Godot and its core functionalities.
This book series assumes no prior knowledge on the part of the reader, and it will get you started on Godot so that you quickly master all the wonderful features that this software provides by going through an easy learning curve.
By completing each chapter, and by following step-by-step instructions, you will progressively improve your skills, become more proficient in Godot, and create a survival game using Godots core features in terms of programming (i.e., GDScript), game design, and drag and drop features.
In addition to understanding and being able to master Godots core features, you will also create a game that includes many of the common techniques found in video games, including: level design, object creation, textures, collision detection, lights, weapon creation, character animations, particles, artificial intelligence, and menus.
Throughout this book series, you will create a game that includes both indoor and outdoor environments where the player needs to finds its way out of the former through tunnels, escalators, traps, and other challenges, avoid or eliminate enemies using weapons (i.e., gun or grenades), and drive a car or pilot an aircraft.
You will learn how to create customized menus and simple user interfaces using Godots UI system, and animate and give (artificial) intelligence to Non-Player Characters (NPCs) that will be able to follow your character using path finding.
Finally, you will also get to export your game at the different stages of the books, so that you can share it with friends and obtain some feedback as well.
Content Covered by this Book
Chapter The Benefits of Using provides general information on game engines and explains why you should use such software, and how, by using Godot more specifically, you can create games seamlessly.
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