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

Finishing with Sound and Animation

We’re in the home stretch. The effort we started back in Chapter 9, Designing the Level, was resumed by making the level look more exciting in Chapter 10, Making Things Look Better with Lights and Shadows, which led us to implement a basic user interface in Chapter 11, Creating the User Interface. We built new mechanics in Chapter 12, Interacting with the World through Camera and Character Controllers, so we could interact with the world we have created. As a result, Clara is now able to press the parchment left by her uncle, and she can also walk around. This is all very nice, and we can take it a step further by refining some rough edges.

It’s all quiet in here! As she’s walking, we should trigger an audio file that will simulate her footsteps. While we are at it, we will also add background music and effects that will better reflect the qualities of the environment Clara is in.

You must have noticed that, as Clara walks...