Welcome to the first episode of version 2.0 of my FPS tutorial series in the Godot Engine. Version 2 is bigger, better, and better organized. We will be creating a retro FPS game with modern twists in the Godot Engine from scratch.
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✅ GET THE SOURCE FILES
https://www.stayathomedev.com/get-fps...
🏆 The FPS Tutorial Series 2.0 Roadmap
https://www.stayathomedev.com/blog/fp...
📝 There are also full code references at the end of the video!
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This video covers the start of our FPS game featuring the following:
Prototype Level Setup
Filesystem Folder Organization
FPS Player Controller
Camera Controller
Mouse Capture Component
Functional State Machine
Walking
Sprinting
Idle
Crouch
Jump
Interaction Raycast Component
Main Scene Manager Setup
User Interface Setup with Dynamic Reticle
Debug Feature for State Machine and User-Defined Expressions
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CHAPTERS
00:00 Let's Made An FPS in Godot
00:19 Why Version 2.0?
00:49 Version 2.0 Will Be Bigger
01:03 Chapter 01: Project Setup
01:18 The Prototype Level
02:12 Chapter 2: Player Controller
03:09 Chapter 3: Camera Controller
04:03 Looking With the Mouse
04:56 Mouse Component Script
07:46 Using Our Mouse Capture Data
09:12 Why Mouse Vector is Swapped
10:04 Rotate the Player or the Camera?
10:49 Rotating the Camera
11:21 Rotating the Player
11:54 Chapter 4: Walking Movement
12:26 Input to Player Direction
12:56 Adding Gravity
13:35 Direction to Velocity
14:13 Normalize Your Direction Vector
14:32 Acceleration and Deceleration
15:14 Why We Separate the Y Velocity
16:28 Chapter 5: The State Machine
16:56 The Godot State Charts Addon
17:21 State Machine Node Structure
18:24 The Atomic State
19:01 Compound State's Default Atomic State
19:33 How To Move Between States
20:21 Using the Built-in State Signals
21:28 Parallel State Scripts Node
22:05 Building the Custom Script Solution
23:25 The Idle State
24:32 Update Player Controller References
25:33 Checking States With the Debug UI System
26:06 The Moving and Walking States
27:19 The Sprinting State
28:00 just_pressed vs pressed
28:46 Adjusting the Player's Speed with Modifiers
30:43 Chapter 6: The Crouching State
31:14 The Posture and Standing States
32:13 The Four Steps to Good Crouching
35:37 Fixing the Uncrouch Problem
37:03 Adding Your Own Debug Expressions With Godot State Charts
38:29 The Jumping State
40:57 Chapter 7: User Interface and Dynamic Crosshair
41:30 Creating the Main Scene
42:42 Designing the Dynamic Crosshair
45:18 Chapter 8: Interaction Raycast
47:03 Chapter 9: Quality of Life Code
47:58 Download the Project Files and Future Videos
49:27 Why I'm Doing a Version 2
50:57 We're Going Retro With Trenchbroom
52:08 Full Code References
52:12 Player Controller Script
52:22 Camera Controller Script
52:32 Mouse Capture Script | Interaction Raycast Script
52:42 State Machine Script | State Base Script
52:52 Idle / Walking / Sprinting / Moving
53:02 Grounded / Airborne / Standing / Crouching
53:12 Dynamic Reticle Script
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TWITTER ►► / stayathomedev
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Resources:
GODOT ENGINE ►► https://godotengine.org/
DOWNLOAD GODOT ►► https://godotengine.org/download
#godot #godotengine #godot4