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

Creating reaction spots

When the player clicks on the parchment, the game shows the content written on that parchment via a user interface. When the player clicks on a particular location in the world, Clara walks to that spot by playing a walking animation and playing a footsteps sound. These are all direct interactions at the player’s end, which brings us to discuss cases when the game should react to indirect events.

Although not lit, Clara is holding a torch. You already know how to use the Light nodes in Godot. So, it’s easy to place OmniLight near the torch mesh inside the Clara node. Our basic expectation is that, when she walks by the candles on the floor and the sconces on the walls, she’ll be lighting those up using her torch. Thus, the game needs to know when she’s near some objects.

Let’s first give Clara a torch she can carry around, then we can proceed to discuss how this torch can affect other objects in the level, as follows...