5.5 KiB
5.5 KiB
New Projects
These instructions assume starting with the entire contents of the project folder. This will be the case when cloning the repo, or starting from the template version in the Godot Asset Library.
-
Finish setup and remove duplicate example files.
- Go to
Project > Tools > Copy Maaack's Game Template Examples. - Click
Cancelin the first window asking to copy the examples. It's already done. - Select a theme in the next window if desired.
- Go to
Project > Tools > Delete Maaack's Game Template Examples. - Click
Yesin the first window.
- Go to
-
Update the project’s name.
- Go to
Project > Project Settings… > General > Application > Config. - Update
Nameto"Game Name". - Close the window.
- Open
main_menu_with_animations.tscn. - The
Titlenode should automatically update with the project's title. Customize theTextproperty if desired. - Select the
Subtitlenode and customize theTextproperty if desired. - Save the scene.
- Go to
-
Add background music and sound effects to the UI.
-
Verify the
MusicandSFXaudio busses.- Open the Audio bus editor.
- Make sure there is a bus for
Musicand another forSFX. - Add the busses if they do not exist.
-
Add background music to the Main Menu.
- Import the music asset into the project.
- Open
main_menu_with_animations.tscn. - Select the
BackgroundMusicPlayernode. - Assign the music asset to the
streamproperty. - Make sure that the
busproperty is set toMusic. - Save the scene.
- Optionally, repeat steps 3-5 for background music nodes in:
opening_with_logo.tscngame_ui.tscnend_credits.tscn
-
Add sound effects to UI elements.
-
By scene.
- Open
main_menu_with_animations.tscnandpause_menu.tscn. - Select the
UISoundControllernode. - Add audio streams to the various UI node events.
- Save the scenes.
- Open
-
Project-wide.
- Open
project_ui_sound_controller.tscn. - Select the
UISoundControllernode. - Add audio streams to the various UI node events.
- Save the scene.
- Open
-
-
-
Add readable names for input actions to the controls menu.
- Open
input_options_menu.tscn. - In the scene tree, select the
Controlsnode. - In the node inspector, select the desired input remapping mode (defaults to
List). - In the scene tree, select
InputActionsListorInputActionsTree, depending on the choice of input remapping. The other node should be hidden. - In the node inspector, update the
Input Action Namesand correspondingReadable Action Namesto show user-friendly names for the project's input actions. - Save the scene.
- Open
-
Add / remove configurable settings to / from menus.
- Open
mini_options_menu.tscnor[audio|visual|input|game]_options_menu.tscnscenes to edit their options. - If an option is not desired, it can always be hidden, or removed entirely (sometimes with some additional work).
- If a new option is desired, it can be added without writing code.
- Find the node that contains the existing list of options. Usually, it's a
VBoxContainer. - Add an
option_control.tscnnode as a child to the container.slider_option_control.tscnortoggle_option_control.tscncan be used if those types match requirements. In that case, skip step 5.3.6.list_option_control.tscnandvector_2_list_option_control.tscnare also available, but more complicated. See theScreenResolutionexample.
- Select the
OptionControlnode just added, to edit it in the inspector. - Add an
Option Name. This prefills theKeystring. - Select an
Option Section. This prefills theSectionstring. - Add any kind of
Button,Slider,LineEdit, orTextEditto theOptionControlnode. - Save the scene.
- Find the node that contains the existing list of options. Usually, it's a
- For options to have an effect outside of the menu, it will need to be referenced by its
keyandsectionfromconfig.gd.Config.get_config(section, key, default_value)
- Validate the values being stored in your local
config.cfgfile.- Refer to Accessing Persistent User Data User to find Godot user data on your machine.
- Find the directory that matches your project's name.
config.cfgshould be in the top directory of the project.
- Open
-
Update the game credits / attribution.
- Update the example
ATTRIBUTION.mdwith the project's credits. - Open
credits.tscn. - Check the
CreditsLabelhas updated with the text. - Save the scene.
- Update the example
-
Keep, update, or remove
res://LICENSE.txt. -
Optionally, if using Git for version control, update
.gitignoreto includeaddons/. -
Continue with: