Build an Asteroids-Style Space Shooter in Godot 4
Last updated 11/2025
Duration: 9h 44m | .MP4 1920x1080 30fps(r) | AAC, 44100Hz, 2ch | 8.76 GB
Genre: eLearning | Language: English
Create your own Asteroids-style space shooter from the ground up.
What you'll learn
- Build a complete Asteroids style game in Godot from a blank project to a playable export
- Use Godot's scene and node system to structure a small but real 2D game
- Write core gameplay logic in GDScript, including movement, shooting, collisions, and scoring
- Work with 2D physics nodes and areas to handle asteroid spawning, hits, and player death
- Create simple, readable game UI elements such as score, lives, and restart screens
- Organise a Godot project so assets, scripts, and scenes stay tidy and easy to maintain
- Use signals to decouple game systems so player, asteroids, and UI communicate cleanly
- Export the finished game so it can be shared and played outside the editor
Requirements
- A computer that can run the current stable version of Godot 4 and a text editor
- Basic computer skills such as installing software and managing folders
- No previous Godot experience required, the project is built step by step
- Some very basic programming or logic understanding is helpful but not essential
- An interest in learning how 2D games work under the hood, not just following along blindly
- Around a few hours of focused time to follow the lessons and experiment between them
- A willingness to tinker, break things, and fix them as part of the learning process
Description
A Complete 2D Game in Godot 4
Create your own Asteroids-style space shooter from the ground up
Learn how to design, code, and polish a full 2D arcade game usingGodot 4.
Turn a blank project into a fast-pacedAsteroids-stylespace shooter inGodot 4.This course guides you step by step through every stage of development. Start with an empty project and finish with a playable, professional-quality game featuring smooth controls, score tracking, menus, sound, and high-score saving. From importing assets and coding player movement to adding menus, sound effects, and saving high scores, this course will enable you to create full games, not just a tech demo!
Whether you are new to Godot or looking to strengthen your 2D development workflow, you will finish this course with afully playable, polished gameand the confidence to create your own projects.
Perfect for:new and intermediate developers who want to master practical game creation, build confidence with GDScript, and establish a solid workflow for future projects.
You'll Learn How To:
Implement player movement, physics, and shooting.
Build responsive UI and in-game menus.
Use signals and singletons to manage gameplay systems.
Add music, sound effects, and save player settings.
Polish your project for a professional finish.
Outcome:A fully functionalAsteroids-stylegame and the knowledge to create your next one faster and better.
What You'll Learn
Build a complete 2D game from start to finish in Godot 4.
Write efficient, well-structured GDScript code.
Implement player movement, physics, and shooting systems.
Use signals and enums to connect and manage gameplay logic.
Design professional interfaces, menus, and in-game UI.
Save and load player data such as settings and high scores.
Integrate sound effects, music, and user-controlled volume.
Refine your project with polish and visual feedback.
Course Breakdown
Section 1: Introduction and Setup
In this section, you'll establish the foundation for your game project. You'll create a new Godot workspace, link it with a Git repository for version control, and plan your design using a Game Design Document. You'll also import your game assets, including sprite sheets, and learn how to slice them into usable frames for animation. By the end, your workspace will be fully organised and ready for development.
Create and organise your Godot workspace.
Use Git for version control and project safety.
Plan your game with a Game Design Document (GDD).
Import and prepare sprite sheets for use in the engine.
Section 2: Core Gameplay
Here you'll bring your player ship to life. You'll build the core scenes that define your level and player setup, then map keyboard inputs for thrust and rotation. Through hands-on coding, you'll apply real physics forces to create responsive movement and introduce screen wrapping so your ship loops seamlessly around the edges of play. You'll finish this section by creating your first asteroid setting the stage for gameplay interaction.
Set up the main level and player ship scenes.
Map player inputs for thrust and rotation.
Apply physics-based movement using vector maths.
Add screen wrapping for continuous play.
Challenge: create a basic asteroid scene.
Section 3: Projectiles and Collisions
Now you'll make your ship fight back. You'll design and script a bullet scene, attach it to your ship, and control its firing rate using timers. You'll learn how to detect impacts between bullets and asteroids using Godot's collision layers and masks, then handle destruction events cleanly with object-oriented techniques. By the end, you'll have a fully functional shooting system with satisfying visual feedback.
Build and fire bullets using timers and spawn points.
Detect and handle collisions between objects.
Manage object destruction with clean, modular logic.
Configure physics layers and masks for accuracy.
Section 4: Game Logic and Spawning
With the fundamentals in place, you'll introduce gameplay depth and challenge. You'll code an asteroid spawner that randomly places new asteroids on the screen, add movement and rotation variety, and make large asteroids split into smaller ones when destroyed. You'll also connect game systems together using signals a key feature of Godot for managing complex events. Finally, you'll handle player damage, invulnerability timers, and refactor your scripts to keep your codebase clean and scalable.
Spawn asteroids with randomised positions and behaviour.
Split large asteroids into smaller ones dynamically.
Use signals to connect different parts of the game.
Implement player damage and cooldown logic.
Refactor your code with enums and consistent style.
Section 5: UI and Menus
In this section, you'll shift focus to user experience. You'll create a complete user interface including score and health displays, a main menu, a game-over screen, and a ship-selection screen. You'll use a singleton (autoload) to store and update global data such as player scores and settings, then implement file saving so scores persist between sessions. By the end, your game will feel cohesive and player-friendly, with smooth menu transitions and reusable UI scenes.
Display score, health, and game-over information.
Build a main menu with Start, Settings, and Quit options.
Create a ship-selection menu with multiple playable ships.
Save and load data for high scores and preferences.
Section 6: Audio and Polish
This final section brings your game to life with sound and visual refinement. You'll add background music, sound effects, and explosion feedback, using Godot's Audio Buses to balance music and effects. You'll connect volume sliders in your Settings menu to control sound in real time, and save player preferences to disk. Once complete, you'll tweak the visuals, timing, and transitions for a polished, ready-to-release project that feels as good as it plays.
Add background music and sound effects.
Use Audio Buses to balance and group sounds.
Create in-game sliders to control volume.
Save and restore audio preferences.
Add explosion and feedback effects for polish.
What You'll Be Able to Do
By the end of the course, you will:
Build a complete 2D game in Godot 4 from concept to completion.
Manage multiple game scenes and systems with confidence.
Write maintainable GDScript code that follows best practices.
Design complete UI and menu systems.
Implement persistent data storage for scores and settings.
Integrate sound, feedback, and final polish for a professional result.
Transferable Skills
Object-oriented programming and clean code design.
Problem-solving and debugging across complex projects.
Version control using Git.
Project management and structured development.
Applied mathematics for 2D movement and physics.
UI/UX design principles for game interfaces.
Event-driven programming using Godot's signal system.
Who This Course Is For
Aspiring game developers learning Godot 4.
Hobbyists who want to complete their first polished project.
Students studying 2D game design or programming fundamentals.
Developers who want to strengthen their coding and workflow skills.
Tools Used
Godot 4(4.4 and 4.5)
GDScriptfor gameplay logic
Gitfor version control
Included 2D assetsfor all lessons
Who this course is for:
- Complete beginners who want to learn Godot 4 by building a simple, finished game
- Hobbyists who have tried other engines andStudents interested in game development who prefer practical projects over theory only want a clear, guided start with Godot
- Indie devs who want a quick, focused project to understand Godot's 2D workflow
- Programmers from other languages who want a fast introduction to GDScript through a project
- Artists and designers who want to see how their assets might be used in a game
- Teachers or mentors looking for a compact example project to show beginners
- Anyone who enjoys classic arcade games and wants to recreate that feel in their own engine
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