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.
-
Update the project’s name.
- Go to
Project > Project Settings… > General > Application > Config
. - Update
Name
to"Game Name"
. - Close the window.
- Open
main_menu_with_animations.tscn
. - Select the
Title
node. - Update the
Text
to your project's title. - Select the
Subtitle
node. - Update the
Text
to a desired subtitle or empty. - Save the scene.
- Go to
-
Link the main menu to the game scene.
- Open
main_menu_with_animations.tscn
. - Select the
MainMenu
node. - Update
Game Scene Path
to the path of the project's game scene. - Save the scene.
- Open
-
Add background music and sound effects to the UI.
-
Verify the
Music
andSFX
audio busses.- Open the Audio bus editor.
- Make sure there is a bus for
Music
and 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
BackgroundMusicPlayer
node. - Assign the music asset to the
stream
property. - Save the scene.
- Optionally, repeat steps 3-5 for background music nodes in:
opening_with_logo.tscn
game_ui.tscn
end_credits.tscn
-
Add sound effects to UI elements.
-
By scene.
- Open
main_menu_with_animations.tscn
andpause_menu.tscn
. - Select the
UISoundController
node. - Add audio streams to the various UI node events.
- Save the scenes.
- Open
-
Project-wide.
- Open
project_ui_sound_controller.tscn
. - Select the
UISoundController
node. - 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
(ormaster_options_menu_with_tabs.tscn
, which contains an instance of the scene). - Select the
Controls
node. - Update the
Input Action Names
and correspondingReadable Action Names
to 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.tscn
or[audio|visual|input|game]_options_menu.tscn
scenes 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.tscn
node as a child to the container.slider_option_control.tscn
ortoggle_option_control.tscn
can be used if those types match requirements. In that case, skip step 6.list_option_control.tscn
andvector_2_list_option_control.tscn
are also available, but more complicated. See theScreenResolution
example.
- Select the
OptionControl
node just added, to edit it in the inspector. - Add an
Option Name
. This prefills theKey
string. - Select an
Option Section
. This prefills theSection
string. - Add any kind of
Button
,Slider
,LineEdit
, orTextEdit
to theOptionControl
node. - 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
key
andsection
fromconfig.gd
.Config.get_config(section, key, default_value)
- Validate the values being stored in your local
config.cfg
file.- 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.cfg
should be in the top directory of the project.
- Open
-
Update the game credits / attribution.
- Update the example
ATTRIBUTION.md
with the project's credits. - Open
credits.tscn
. - Check the
CreditsLabel
has 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
.gitignore
to includeaddons/
. -
Continue by Setting Up a Game Scene.