Release date:2022

Author: Alfred Reinold Baudisch

Skill level:Beginner

Language:English

Exercise files:Yes

In this game development course with 98 byte sized videos, with a total of 10 hours of video content, you’ll learn how to use the Godot Engine and Editor to create an Inventory System and Inventory UI (User Interface) that is fully dynamic, with scriptable object items and a central database of items (using Godot’s Resources). The inventory system has support for multiple item categories, category groups, dynamic and infinite scrolling grids, equippable slots (example: main hand and off hand) and more.

The inventory system you are going to create is inspired by the Zelda Breath of the Wild inventory screen, and can be used in RPG, FPS, Adventure, Point-and-Click games and more, basically, any games where the player can acquire and keep track of items in different categories.

This is a MASTERCLASS about creating User Interfaces, Custom Systems, Custom Dynamic Data and Dynamic Interfaces with Godot. Not only data, it’s a masterclass about Godot’s Resource system.

This course gives you all the knowledge and the power to build responsive user interfaces with Godot, you will also learn how to make Dynamic Systems that use Dynamic Data using your own Data Model and Scriptable Objects.

You are also going to learn how to create your own extendable and expandable Godot’s Game Objects and Components with custom Nodes, Scenes and Scripts. You are going to learn how to create custom Godot’s Resources and how to mix and match Dynamic and Static data.

In a single paragraph: You are going to learn EVERYTHING there is about creating complex User Interfaces with Godot, from scratch, as well as coding and adding behavior to those interfaces, creating truly dynamic UI screens and components.

(Almost) everything that you are going to learn:

Godot Nodes and Scenes fundamentals. Understand what are Godot’s Game Objects and Components in depth.

Godot Control Nodes and UI fundamentals including margins, anchors, layouts, responsive layouts, aspect ratios and more

How to understand Godot’s Container Nodes, Automatic UI Placement and Size Flags

How to create Big User Interface Screens with Godot

that are also responsive for different screen sizes and aspect ratios.

How to create your own custom UI widgets, expand and inherit them (custom Control Nodes and Scenes)

How to create an infinite scrolling container and grids of items, how to split it by pages and how to animate it dynamically

How to structure the Data Model of an inventory and equipment system, separating items by categories and creating groups of categories, for example, listing One Handed Weapons and Two Handed Weapons under a Weapons group, while keeping the One and Two Handed classifications

How to have and list multiple pages of items under the same category

How to create User Interface that uses both Dynamic and Static data

How to create Equippable Item slots that accept configurable categories of items and show the items equipped in these slots

How to display item and equipment attributes

How to create and expand custom Scriptable Objects (Custom Godot’s Resources) with different attributes for items and equipment

Godot’s scripting language, GDScript, including the Observer pattern with GDScript’s Signals in details, with a sample Traffic Light project

How to write custom GDScript Signals, connect to them and emit them

Advanced user interface coding with GDScript

How to handle and sync One Handed and Two Handed items, while automatically unequipping items if both hands are equipped

How to create pickable items, dynamically add them to the inventory and list them in the inventory screen, in the correct category

And more!

Course Structure

This course is divided as:

98 byte sized videos, 10 hours in total

Godot fundamentals

Creating the user interface with the Godot Editor

Planning the inventory system data model

GDScript Crash Course

Programming everything with GDScript

In the programming section, I explain the reasoning behind each line of code, so expect lots of drawings.

01-Setup and Godot Concepts 01-001-Installation and Project Setup 01-002-Godot Editor Interface 01-003-Editor Settings 01-004-Scenes and Nodes 01-005-Controls, Anchors, Margins and Layouts

02-Creating the UI 02-001-Introduction 02-002-Starting the UIInventory Scene 02-003-Container Control Nodes 02-004-Placing a HBoxContainer 02-005-Understading Anchors and Margins 02-006-Adding the Items and Info Columns 02-007-Categories Header and Grid 02-008-Category Button Scene 02-009-Category Button Adjustments 02-010-Grid for Inventory Items 02-011-Reusable Button Frame Scene 02-012-Inventory Item Button Scene 02-013-Aligning the Navigation Arrows 02-014-Creating the Item Info Box 02-015-Rich Label for the Item Description 02-016-Custom UI Theme 02-017-Item and Equipment Stats Labels and Icons 02-018-Understanding Size Flags 02-019-Documentation Inside Godot 02-020-Equipment Slots and Complex UI Positioning 02-021-UI to any Screen Size and Keep Aspect Ratio 02-022-Context Menu and Setting Button Skinning 02-023-Placing the Context Menu 02-024-Understanding UI Scrolling in Godot 02-025-Placing the ScrollContainer to Scroll Inventory Items 02-026-Customizing and Hiding Scroll Bars 02-027-Inventory Full Screen and Title Header 02-028-Gold Counter 02-029-Character Level Progress Bar 02-030-Inventory Footer and Close Button 02-031-Importing the Sample Game and Tilemap Scene

03-GDScript Crash Course 03-001-Intro to GDScript for Programmers 03-002-Signals, Coroutines and Event-Based Programming 03-003-Building a Traffic Light with Godot to explore all features of GDScript

04-Godot Resources In-Depth and Inventory Data Model 04-001-Resources 04-002-Resources as Scriptable Objects 04-003-Why create custom Resources and Scriptable Objects 04-004-Coding EntityItem and our First Custom Resource 04-005-Creating More Item Resources 04-006-EntityPlayer and Player Resource 04-007-Game State with Singletons and Preloading Resources 04-008-Instantiating Custom Resources, Unique and Shared Resources 04-009-Inventory with Unique Item Instances and References 04-010-Multiple Item Categories in One with Category Displays 04-011-Importing the Sample Database and Creating a Big Inventory 04-012-Dynamically Loading Resources from a Directory 04-013-Indexing Items by Category 04-014-Counting Items from Multiple Categories

05-Dynamically Populating Inventory Grids and Scroll Animations 05-001-Planning a Pagination Based Scrolling (Infinite Scrolling) 05-002-Starting the Implementation of the Scrolling 05-003-Instantiating Grid Buttons for Inventory Items 05-004-Assigning EntityItem and Item Sprites to Buttons in the Grid 05-005-Splitting Items in Different Grid Pages 05-006-Calculating Page Size and Amount of Pages 05-007-Scrolling Left and Right by Jumping to Pages 05-008-Hiding Navigation Buttons In the First and Last Pages 05-009-Basic Scrolling Animation with an Animation Player 05-010-Coding the Scroll Forward Animation 05-011-Coding the Scroll Backwards Animation 05-012-Updating Navigation Params when the Animation Finishes 05-013-Splitting Items by Category with Dynamic Grids per Category 05-014-Code Hack to Fix the Scroll Animation Issue

06-Inventory Category Buttons (Category Displays) 06-001-Instantiating Category Buttons 06-002-Assigning the Icons of Categories to Buttons 06-003-Saving References to Category Display Pages and Nodes 06-004-Navigate to Category Page 06-005-Category Button States and Highlighting on Mouse Over 06-006-Active Category Displays 06-007-Label with the Name of the Active Category 06-008-Label Centered on Top of the Active Category 06-009-Category Label Movement with the Mouse

07-Item Info Box 07-001-Item Button Mouse Hover Border 07-002-Referencing the Nodes of the Info Box 07-003-Assigning Item Properties to the Info Box 07-004-Displaying Item Properties on Mouse Hover

08-Equipping and Unequipping Items 08-001-AnimationPlayer and Functions to Highlight Active Item Buttons 08-002-Highlighting Item Buttons on Click 08-003-Showing the Item Context Menu 08-004-Data Model for Equipped Items 08-005-Base Equip and Unequip Items Funcions 08-006-Custom Signals for Handling Item Equip Events 08-007-Item Equipped Background 08-008-Binding an Item to the Context Menu 08-009-Equip and Unequip Items with the Context Menu 08-010-Equipment Slots with Assigned Item Types 08-011-Fixing the Unequip Slot Callback 08-012-Showing the Icon of the Equipped Items 08-013-Automatically Unequip One Handed when Two Handed is Equipped

09-Acquiring and Picking Up Items 09-001-Adding New Items Into The Inventory 09-002-Reloading The Inventory Screen With New Items 09-003-Hiding And Showing The Inventory Screen In The Game 09-004-Pause The Game When The Inventory Is Open 09-005-Collectable Item Nodes And Adding To The Inventory Godot Inventory Ui And Inventory System Course Trailer [Itch.io] Complete Godot Course – Game User Interfaces Masterclass​​ and Dynamic Inventory System by Alfred Reinold Baudisch.7z [Itch.io] Complete Godot Course – Game User Interfaces Masterclass​​ and Dynamic Inventory System by Alfred Reinold Baudisch_Subtitles.7z

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