Book Image

Game Development with Blender and Godot

By : Kumsal Obuz
Book Image

Game Development with Blender and Godot

By: Kumsal Obuz

Overview of this book

Game Development with Blender and Godot is a comprehensive introduction for those new to building 3D models and games, allowing you to leverage the abilities of these two technologies to create dynamic, interactive, and engaging games. This book will start by focusing on what low-poly modeling is, before showing you how to use Blender to create, rig, and animate your models. You will also polish these assets until they’re game-ready, making it easy for you to import them into Godot and use them effectively and efficiently. Next, you will use the game engine to design scenes, work with light and shadows, and transform your 3D models into interactive, controllable assets. By the end of this book, you will have a seamless workflow between Blender and Godot which is specifically geared toward game development. Alongside, you’ll also be building a point-and-click adventure game following the instructions and guidance in the book. Finishing this game will help you take these newly acquired skills and create your own 3D games from conception to completion.
Table of Contents (20 chapters)
1
Part 1: 3D Assets with Blender
7
Part 2: Asset Management
11
Part 3: Clara’s Fortune – An Adventure Game

Summary

This chapter was the first out of many chapters that will help you build a game. To kick things off, we tackled the level design aspect of the game.

This effort involved placing many elements that make up the environment Clara will experience. For structures that are next to each other, you learned how to take advantage of the snapping feature, but you can also decorate your scene carefree if you wish, in the case of distributing props. In the end, you had a clean scene structure with objects grouped under the relevant nodes in the Scene tree.

Along the way, you noticed that some of the materials were either misconfigured or simply missing. To fix these issues, you had to dive deeper into the Inspector settings for materials with which you remedied the transparency issue. Furthermore, you wrote a shader in Godot to simulate a body of water.

Considering what you have learned so far and the likelihood that you might be designing more levels that have grid patterns...