The course comes in 3 versions. Indie contains all of Hobby, and Pro contains all chapters from Hobby and Indie, and extra resources:
If you’re only looking for UI tutorials, check out our standalone course:
You’ll find some free tutorial samples below. I also released the Finite State Machine demo open source, for the official Godot documentation. You can find the open source A-RPG demo from the course on GitHub.
All versions come with source Godot projects so you can read the source code, learn from them and even reuse them in your own work! Want to skip ahead in a chapter? There are multiple checkpoint projects with `start` and `end` folders so you can pick up from a different video.
Videos list
(hobby) Chapter 1: The character controller
- Project Structure Overview
- Create the Base Character Scene
- Input Map
- Input Direction
- Player Walk And Run
- Character Walk Anim
- Simple State Machine
- Bump State Collisions
- Bump State Animation
- Jump
- Jump Part 2
- Jump Bug Fix And Height Refactoring
(hobby) Chapter 2: Combat mechanics: life, attacks and death
- Intro
- Basic Attack Animation
- Simple Attack Sword Code
- Simple Attack Connect With Player
- Health
- Health Improving Code Structure
- Stagger
- Death
- Combo Animation
- Combo Code Setup
- Combo Input
(hobby) Chapter 3: AI 1: Design 2 simple monsters
- The Porcupine’s States Overview
- Spawn And Target
- Follow
- Arrive
- Roam
- Avoid
- Spot And Attack
- Refactor To Reuse Steering Code (Part 1)
- Refactor To Reuse Steering Code (Part 2)
- When Should You Refactor?
- Coding The Flying Enemy
- Coding The Nest That Spawns Flying Enemies
(hobby) Chapter 4: AI 2: Add a pattern-based boss
This chapter covers the state programming pattern. It shows how to separate the monster’s behaviors in code
- First look at the state interface
- Create the spawn state
- Create the roam state
- Create the state machine
- Code a state sequence
- The roam sequence
- Code the charge sequence
- Make the boss charge 09 Make the boss die!
- Using the builtin owner feature
- Dealing and taking damage
- Simpler attack and hitbox demo
- Boss phases
(hobby) Chapter 5: Build levels with Tiled map editor
- Intro To Tile-sets
- Create A Tile-set
- Auto-tiles
- Working With Tile-maps
- Auto-tile With 3 By 3 Bit mask
- Intro To Tiled Map Editing
- Intro to the new Tileset Editor in Godot 3.1
(hobby) Chapter 6: Breathe life to the game: world animation and particles
- Intro to particles2d
- Intro to particles 2d 2
- Charge dust
- Walk and run puffs
- Explosion
- Rock crumbles
- Smoke puffs
- Firery cloud
- Firery cloud sparkles
(indie) Chapter 7: Design and code the game’s User Interface
- Coding and handling pause in Godot
- Design the pause menu
- Creating a reusable theme resource
- In-game lifebar
- Lifebar creator node
- Spawn and connect lifebars in the game world
- Adding dynamic colors to the lifebar
- Lifebar animation
(indie) Chapter 8: Learn the Game Design Workflow
The first 3 lessons are text-based
- You are a designer
- A game is made of 4 elements that support a theme
- Dan the Rabbit: game concept example
- Why And How To Analyze Games
- Cross Code Analysis
- Designer Insights Emmanuel
- Designer Insights Fibretigre
- Designer Insights Ed Atomic Racoon
(pro) Chapter 9: Build an Inventory System and Item menu
- Project overview
- Item base class
- Create potion and sword
- Item database
- Inventory part 1
- Inventory part 2
- Debugging inventory
- Menu overview
- Items menu design
- Item button
- Tips centering items in containers
- Item button code
- Connecting the inventory and menu
- Description label code
- User select menu
- Connecting the two menus
- Focus neighbours
(pro) Chapter 10: Design pattern: implement Finite State Machines in Godot
- Presentation: Introduction To Finite State Machines
- Create The Base State Interface
- Idle And Move State Examples
- Jump State Class Overview
- Code The State Machine
- Hierarchical State Machine
- Presentation: Going Further With Pushdown Automata
- Pushdown Automaton
- Pushdown Stagger State
(pro) Chapter 11: Shop
- Shop and purse
- Design shop base ui
- Menu base script
- Player and merchant interaction
- Buy and sell menus design
- Opening buy and sell menus
- Info panel
- Description panel and fixes
- Popup design
- Popup code
(indie) Chapter 12: Persistence, Polish, and Project Structure
This final series rounds out the techniques explored in the course with requests from the Kickstarter backers: looking at how to restructure a project as it grows in complexity, keeping persistent data and improving the game’s feel with camera shake.
- Intro
- Project structure: 01.final folder structure
- Project structure: 02.demo scene structure
- Level loader: 01.levels and musicplayer
- Level loader: 02.game node
- Level loader: 03.final code overview
- Save and load: 01.save game
- Save and load: 02.create save file
- Save and load: 03.load game from json
- Save and load: 04.parsing vector2
- Save and load: 05.saving and loading in practice
- Audio: 01.intro to audio
- Audio: 02.intro to audio buses
- Audio: 03.sound options menu
- Juicing: 01.camera screenshake
- Juicing: 02.boss camera animation
- Juicing: 03.boss camera shake
- BONUS: Gui’s intro to debugging tools
- Outro
Extras: Bonus content
These are free tutorials available to everyone on Youtube, funded by the project. They’re designed to complement the course.
- Attack Tutorial 1: How To Animate The Sword
- Attack Tutorial 2: Code the Sword Attack
- Tool Mode: Draw In the editor’s viewport
- Camera 2d And Grid Snapping
Extras: contributions to the official Godot docs
[Omitted long matching line]
You’ll find some of the work I did bundled with the course.
New pages in the docs
Step by step guide:
- Introduction to Godot’s editor
- Godot’s design philosophy
- Design interfaces with the Control nodes
- Design a title screen
- Design the GUI
- Control the game’s UI with code
Contributing:
Demo projects
Made by
Nathan Lovato
GDQuest founder. Courteous designer with a taste for Free Software. I promote sharing and collaboration.