| 1 |
Getting Started with Godot: the editor, scenes and nodes, GDScript basics (variables, functions, type annotations, class_name and inheritance, @export and @onready), the game loop and delta time, and how to organize a project (assets/, scenes/, and scripts/ folders) and credit the art you use. |
HandoutGDScript Quick StartTextbookGame LoopFor detailsGDScript reference (Variables, Functions, Classes, Annotations) |
A0: Setup & Hardware Test A1: Coin Dash |
A0 (Fri) |
| 2 |
2D Movement & Game Feel: CharacterBody2D, collision layers and masks, painting levels with a TileMapLayer, tweens, and forgiving controls (coyote time and input buffering). |
DocsUsing CharacterBody2D/3DOptionalUsing TileMaps (to build your own tileset) |
A2: Movement Lab |
A1 |
| 3 |
Composition vs. Inheritance: building objects from small reusable components, scene inheritance, and decoupling with signals. |
TextbookComponentDocsUsing signals |
A3: Arena Survivor |
A2 Quiz 1 (Wed) |
| 4 |
Finite State Machines: enemies (and players) that switch between named states such as Patrol, Chase, and Attack, and warning the player before an attack. State machines are one simple tool for enemy behavior, not a full survey of game AI. |
TextbookState |
A4: Patrol & Pursue |
A3 |
| 5 |
Custom Resources & Data-Driven Design: writing your own Resource classes, making content variants as .tres files in the Inspector, the shared-resource bug and duplicate(), and designing so that new content needs a new data file instead of new code. |
DocsResources ("Creating your own resources")TextbookType Object |
A5: Tower Defense Lite |
A4 Quiz 2 (Wed) |
| 6 |
The Command Pattern & Event Queues: turning player actions into objects so they can be undone, redone, replayed, or queued for turn-based play. |
TextbookCommand |
A6: Block Pusher |
A5 |
| 7 |
User Interfaces with MVVM: Control nodes and containers; keeping the screen separate from the game rules (the Model holds rules and data, the ViewModel prepares them for display, the View only shows them); updating the screen with signals; and small test scenes that open one screen with made-up data. |
DocsUsing Containers |
A7: Bakery Rush Team survey |
A6 Quiz 3 (Wed) |
| 8 |
Saving, Loading & Random Levels: saving game data to a file, autoloads for game-wide state, changing scenes, and a short introduction to building levels from hand-made rooms with a seeded random number generator. Pair programming. |
DocsSaving gamesOptionalRandom number generation |
A8: Dungeon Roguelike (pairs) Teams announced |
A7 M0: Team Charter (Fri) |
| 9 |
Planning a Team Game: choosing a scope you can finish (must-have list, nice-to-have list, cut list), splitting the work, using a task board, and team Git practice: branches, pull requests, code review, and agreeing who edits which scene. |
TextbookArchitecture, Performance, and Games |
β |
A8 M1: Proposal (Wed) Quiz 4 (Wed) |
| 10 |
Optimization When You Need It: finding slow code with the profiler, object pooling, and a data-oriented design case study: moving hundreds of units in a strategy game with packed arrays instead of one node per unit. Studio time. |
TextbookData LocalityDocsThe Profiler |
Proposal feedback: approved or revise |
β |
| 11 |
Polish: particles, sound effects and audio buses, menus, and a settings screen (volume and control remapping). Studio time. |
DocsAudio buses |
β |
M2: Greybox PrototypeGreybox Gallery (Wed, mandatory) |
| 12 |
Playtesting: watching someone play without helping, what to write down, turning notes into a prioritized fix list, and basic accessibility checks (readable text, no rapid flashing, remappable controls). |
HandoutPlaytest Guide |
β |
M3: Minimum Viable Product (Wed)Playtest Day (Wed, mandatory) |
| 13 |
Shipping: exporting a desktop build, a final credits and license check, and writing a post-mortem. Studio time. |
DocsExporting projects |
β |
M4: Final Build (Fri) |
| Finals |
Final Showcase & Mini-Game Jam: teams host their games, everyone plays and gives written feedback on other teams' games, and each team gives a 2-minute talk on what they learned. |
None |
β |
Showcase (mandatory)Post-Mortem (48 hours after the showcase) |