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

Moving the player around

You might have heard that context is important in real life because context can make an ordinary word or statement look especially bad or fun. This is consistently true in most technical areas—more specifically when we try to describe visual or artistic aspects. Sometimes, it’s alright to use words interchangeably, but making a distinction might be crucial—even necessary every now and then. For example, at the end of the last section, we claimed that we’d move a character. It might be an absurd attempt to do mind-reading via the pages of a book, but would we be wrong if you imagined a biped creature such as Clara walking around using her legs and swinging her arms?

Chances are you did think about it that way, but you’ll have to wait for that at this moment since we haven’t even moved an object between two spots on the level. Referring to the analogy of context, not every move has to involve a fully-fledged animation...