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 was another chapter with a lot of moving parts that incorporated so many different aspects of the game engine. Let’s break down some of your activities that helped to add the finishing touches on so many things we carried over from the previous chapters.

First, you tackled background music and sound effects. You had already seen the usage of sound in Chapter 8, Adding Sound Assets, which covered simple scenarios. In this chapter, you’ve learned how to use sound assets in a proper context.

Next, you reexamined a topic you saw in Chapter 12, Interacting with the World through Camera and Character Controllers – player detection. This time, you used Area nodes as trigger zones since there would not be direct player interaction, such as mouse clicks and motion. Instead, Clara triggers predetermined events when she’s in the right zone.

You were also able to communicate information between game objects, essentially separate and distant systems...