🤖 Godot Engine 4.0 template to better get started for gamejams with your game!
This template project comes with game settings out of the box:
- Audio volume (Master, Sound, Music)
- Game Language (English only by default)
Either use the default Godot bootsplash or define your own logo bootsplashes!
This project comes with basic menu navigation that allows you to navigate between ingame, settings and quitting the game.
Automatically saves the state of the game on exit. Starting a new game overrides the existing save game. Any game object that needs to be saved has to be part of the "Persist" group.
Comes with pre-defined translations that can be extended.
The IngameScene
supports a pause menu to temporarily pause the game.
🚀 Automatic itch.io deployment
This templates comes with automatic deployment to itch.io for MacOS, Windows, Linux and HTML5 (Web). Delete .github/workflows/godot-ci.yml
in case you are not interested in deploying to itch.io!
- generate new API key in your itch.io settings and setup your
BUTLER_API_KEY
secret - learn more - create a new game on itch.io
- setup
ITCHIO_GAME
andITCHIO_USERNAME
secrets in Github and assign them to your itch.io username and game name
- Click
Use this template
in Github (learn more about Template Repositories) - Open the project in Godot Engine 4
- Customize it to your needs (see 🧱 Customization)
- Open the
IngameScene
and start building your game!
Not all gamejams allow project templates! Please make sure to carefully read the gamejam rules before using this project, otherwise you might risk being disqualified!
Down below is a list of some compatible gamejam formats that permit using this repository as a template:
- GoGodotJam
- Ludum Dare
- GMTK Game Jam
- Brackeys Gamejam
- Global Game Jam
- GameDevLondon Summer Jam
- Godot Wild Jam
This project is built to be as generic as possible and it can be fully adjusted to your needs.
Search for the file theme.tres
and open it. The Godot theme editor should appear. Feel free to customise the UI to your needs. Any Control
node will use this theme by default:
This toolkit is not limited to either 2D or 3D. It has been kept vague on purpose so feel free to build 2D or 3D scenes with it!
Within Godot Engine, head to scenes/boot
to access boot splash scenes. You can create your custom bootsplash by either modifying GodotBootsplashScene
or creating a new node of type Control
. Add BootsplashScene
as a child and configure its properties as follows:
Fade Duration
- the amount of time in milliseconds to fade in/out the bootsplash.Stay Duration
- the amount of time in milliseconds the bootsplash should stay.Node
- the node/scene that should be displayed during the bootsplash.Next Scene
- the next scene that should be loaded after the bootsplash has finished.Interruptable
- wether the bootsplash is interruptable or not.
You will find a translation file in i18n/translation.csv
. Feel free to extend it to your needs. Godot will automatically pickup the translations if you use them inside your control nodes like Button
or Label
. In case you need to manually translate something in a script, call the tr()
function.
In case you want to add a new language, add a new column to the translation.csv
file.
The game settings are managed in UserSettings.gd
. You can change the defaults by updating USER_SETTING_DEFAULTS
. You can also add additional properties to extend them.
The GameSettings
node and the GameSettings.gd
script connects to the UserSettings
by setting it/loading from it.
By default, save games are enabled. You can toggle support for save games inside SaveGame.gd
by changing the ENABLED
property.
The save game saves any node inside the IngameScene
that is part of the Persist
group (learn more about groups in Godot). The save game system will save existing nodes but also nodes that were dynamically added to the scene at runtime!
Currently, the game will only save the scene when exiting the game via the pause menu.
Feel free to raise a pull request or suggest any changes or improvements you would like to see!
🐱💻 PLEASE NOTE: this project is a template and any contribution should only introduce/extend features that are template related. If something can be its own addon (e.g. movement controller or specific 2D/3D stuff) it probably should be its own (separate) addon.