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Available content in the Godot Course

By: Nathan Lovato - October 26, 2018

Banner image

The course comes in 3 versions. Indie contains all of Hobby, and Pro contains all chapters from Hobby and Indie, and extra resources:

  1. Hobby
  2. Indie
  3. Pro

If you’re only looking for UI tutorials, check out our standalone course:

Ui design series banner image

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

  1. Project Structure Overview
  2. Create the Base Character Scene
  3. Input Map
  4. Input Direction
  5. Player Walk And Run
  6. Character Walk Anim
  7. Simple State Machine
  8. Bump State Collisions
  9. Bump State Animation
  10. Jump
  11. Jump Part 2
  12. Jump Bug Fix And Height Refactoring

(hobby) Chapter 2: Combat mechanics: life, attacks and death

  1. Intro
  2. Basic Attack Animation
  3. Simple Attack Sword Code
  4. Simple Attack Connect With Player
  5. Health
  6. Health Improving Code Structure
  7. Stagger
  8. Death
  9. Combo Animation
  10. Combo Code Setup
  11. Combo Input

(hobby) Chapter 3: AI 1: Design 2 simple monsters

  1. The Porcupine’s States Overview
  2. Spawn And Target
  3. Follow
  4. Arrive
  5. Roam
  6. Avoid
  7. Spot And Attack
  8. Refactor To Reuse Steering Code (Part 1)
  9. Refactor To Reuse Steering Code (Part 2)
  10. When Should You Refactor?
  11. Coding The Flying Enemy
  12. 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

  1. First look at the state interface
  2. Create the spawn state
  3. Create the roam state
  4. Create the state machine
  5. Code a state sequence
  6. The roam sequence
  7. Code the charge sequence
  8. Make the boss charge 09 Make the boss die!
  9. Using the builtin owner feature
  10. Dealing and taking damage
  11. Simpler attack and hitbox demo
  12. Boss phases

(hobby) Chapter 5: Build levels with Tiled map editor

  1. Intro To Tile-sets
  2. Create A Tile-set
  3. Auto-tiles
  4. Working With Tile-maps
  5. Auto-tile With 3 By 3 Bit mask
  6. Intro To Tiled Map Editing
  7. Intro to the new Tileset Editor in Godot 3.1

(hobby) Chapter 6: Breathe life to the game: world animation and particles

  1. Intro to particles2d
  2. Intro to particles 2d 2
  3. Charge dust
  4. Walk and run puffs
  5. Explosion
  6. Rock crumbles
  7. Smoke puffs
  8. Firery cloud
  9. Firery cloud sparkles

(indie) Chapter 7: Design and code the game’s User Interface

lifebars in the game world screenshot

  1. Coding and handling pause in Godot
  2. Design the pause menu
  3. Creating a reusable theme resource
  4. In-game lifebar
  5. Lifebar creator node
  6. Spawn and connect lifebars in the game world
  7. Adding dynamic colors to the lifebar
  8. Lifebar animation

(indie) Chapter 8: Learn the Game Design Workflow

The first 3 lessons are text-based

  1. You are a designer
  2. A game is made of 4 elements that support a theme
  3. Dan the Rabbit: game concept example
  4. Why And How To Analyze Games
  5. Cross Code Analysis
  6. Designer Insights Emmanuel
  7. Designer Insights Fibretigre
  8. Designer Insights Ed Atomic Racoon

(pro) Chapter 9: Build an Inventory System and Item menu

inventory screenshot

  1. Project overview
  2. Item base class
  3. Create potion and sword
  4. Item database
  5. Inventory part 1
  6. Inventory part 2
  7. Debugging inventory
  8. Menu overview
  9. Items menu design
  10. Item button
  11. Tips centering items in containers
  12. Item button code
  13. Connecting the inventory and menu
  14. Description label code
  15. User select menu
  16. Connecting the two menus
  17. Focus neighbours

(pro) Chapter 10: Design pattern: implement Finite State Machines in Godot

  1. Presentation: Introduction To Finite State Machines
  2. Create The Base State Interface
  3. Idle And Move State Examples
  4. Jump State Class Overview
  5. Code The State Machine
  6. Hierarchical State Machine
  7. Presentation: Going Further With Pushdown Automata
  8. Pushdown Automaton
  9. Pushdown Stagger State

(pro) Chapter 11: Shop

Shop series banner screenshot

  1. Shop and purse
  2. Design shop base ui
  3. Menu base script
  4. Player and merchant interaction
  5. Buy and sell menus design
  6. Opening buy and sell menus
  7. Info panel
  8. Description panel and fixes
  9. Popup design
  10. 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.

  1. Intro
  2. Project structure: 01.final folder structure
  3. Project structure: 02.demo scene structure
  4. Level loader: 01.levels and musicplayer
  5. Level loader: 02.game node
  6. Level loader: 03.final code overview
  7. Save and load: 01.save game
  8. Save and load: 02.create save file
  9. Save and load: 03.load game from json
  10. Save and load: 04.parsing vector2
  11. Save and load: 05.saving and loading in practice
  12. Audio: 01.intro to audio
  13. Audio: 02.intro to audio buses
  14. Audio: 03.sound options menu
  15. Juicing: 01.camera screenshake
  16. Juicing: 02.boss camera animation
  17. Juicing: 03.boss camera shake
  18. BONUS: Gui’s intro to debugging tools
  19. Outro

Extras: Bonus content

These are free tutorials available to everyone on Youtube, funded by the project. They’re designed to complement the course.

  1. Attack Tutorial 1: How To Animate The Sword
  2. Attack Tutorial 2: Code the Sword Attack
  3. Tool Mode: Draw In the editor’s viewport
  4. 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:

  1. Introduction to Godot’s editor
  2. Godot’s design philosophy
  3. Design interfaces with the Control nodes
  4. Design a title screen
  5. Design the GUI
  6. Control the game’s UI with code

Contributing:

  1. Docs writing guidelines
  2. Contribute to the Class Reference (rewrite)

Demo projects

  1. AStar pathfinding on a 2d grid
  2. Navigation2D (rewrite)

Made by

Nathan Lovato

GDQuest founder. Courteous designer with a taste for Free Software. I promote sharing and collaboration.