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)
Part 1: 3D Assets with Blender
Part 2: Asset Management
Part 3: Clara’s Fortune – An Adventure Game

Taking advantage of themes

Using or, more specifically, creating themes in your projects is smart on many accounts. First, we’ll discuss their usefulness, show you a few visual examples, and then create one for practicing. Let’s start with the reasons why you should use themes.

Firstly, using themes will save you from manually applying overrides to the components the way you’ve done so far. It’s still possible to keep adding manual touches here and there, but what would happen if you wanted to change a button’s artistic direction completely? This would trigger a chain reaction to change the look of other components too. So, you’d have to restart the manual editing. Furthermore, the ultimate worst-case scenario would be to revert your changes because, you know, we are human and we kind of tend to stick with our first choices more often than not.

Secondly, you could have multiple themes at the ready in your game. Although a button is still...