Loot It All - Overview

Congratulations on getting here! Having soared through To Space and Beyond, you've learned the fundamentals of movement, listening to player input, connecting signals, and more. Our ship is fun to fly, but it's time to add some new mechanics to make our toy more like a game (and learn many new techniques along the way).
We've chosen to make a Collectathon, where you move around and collect items. This is a great way to learn how to add interactions, do a little game design, and create your first user interface.
In this longer module, you'll learn how to add collectible items to your game, count gems, update the player's health, and create a more interactive and engaging game world. We'll introduce new concepts like refactoring and composition (explained below) and how to use the Remote Scene Tree to see all the nodes in your game while it runs.
As you'll see, by the end of this module, you'll already have all the tools you need to create a simple game: player input, movement, detecting interactions, displaying user interface elements. These are the basic building blocks of any game!
After this module, Loot It All, we'll take a step back and chop things up again into smaller, more focused modules, to reuse what we've learned and gradually build up our skills to create a more complex game.
Among other things, in this module, you'll learn:
  • Refactoring: Understand how to gradually iterate on existing scenes and code to adapt them to your game's needs.
  • Creating collectibles: Learn to design and implement lootable items that increase the ship's properties, like health and gems (which could also be the player score or any in-game resource).
  • Composition: You'll learn how to reuse the elements you created in different places to keep your work adaptable to new situations and chunk it into logical pieces (this helps to make your code scalable and reusable as your projects grow).
  • Implementing your first user interface: Add UI elements to display health and gem counts to give players feedback on their state.
  • Spawning items randomly: Dive into random numbers and create scene instances with code to generate collectibles in your game level dynamically.
  • Procedural animations and particles: We'll learn to create animations using code to make the items float and make them more visually appealing with rising sparkles.
We'll start by creating the first collectible and adapt our ship to detect and "destroy" it.
We'll then add a health bar, a gem, and a gem counter above the ship to give the player feedback on their state.
We will then learn how to spawn items randomly in the game world, instead of hand-placing them.
And finally, we'll add some visual feedback to the collectibles to make them more appealing.
As before, follow the lessons in order and complete the interactive practices as presented to reinforce your learning.

How to download the project files

If you haven't already set up your project files from the previous modules or you don't have M5. Loot it All in your Godot project list, you can download the latest project files below.
Click the button corresponding to your system below to download the latest project files:
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