Game Development with Blender and Godot: Leverage the combined power of Blender and Godot for building a point-and-click adventure game
- Length: 330 pages
- Edition: 1
- Language: English
- Publisher: Packt Publishing
- Publication Date: 2022-09-30
- ISBN-10: 1801816026
- ISBN-13: 9781801816021
- Sales Rank: #1527406 (See Top 100 Books)
Understand how to utilize the 3D modeling software and an advanced game engine to create a seamless workflow between the two and produce dynamic games.
- Learn how to create, rig, and animate 3D low-poly models in Blender
- Discover the 3D workflow of Godot Engine and understand how to enhance your models
- Use modeling and game design skills to create a dynamic point-and-click game
Game Development with Godot and Blender is a comprehensive introduction for those who are new to building 3D models and games, allowing you to leverage the abilities of these two technologies to create dynamic, interactive, engaging games.
This book will start by focusing on what low-poly modeling actually is, before diving into using Blender to create, rig, and animate our models. We will also make sure that these assets are game-ready, making it easy for you to import them into Godot and use your assets effectively and efficiently. Then, in Godot, 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 the book, you will have a seamless workflow between Blender and Godot which is specifically geared towards game development and will have created a point-and-click adventure game following our instructions and guidance.
Beyond this point, you should be able to take these newly acquired skills and create your own 3D games from conception to completion!
Cover Copyright Contributors Table of Contents Preface Part 1: 3D Assets with Blender Chapter 1: Creating Low-Poly Models Technical requirements Understanding low-poly models Parts of a 3D model Low or hi, what’s the difference? Advantages of low-poly models Limitations of low-poly models Creating a low-poly barrel Starting with a primitive Editing the model Shaping the body Separating the lid Finishing the body Placing metal rings Finalizing the lid Automating with modifiers Summary Further reading Chapter 2: Building Materials and Shaders Technical requirements Introducing materials Creating materials Assigning materials Discovering shaders Summary Further reading Chapter 3: Adding and Creating Textures Technical requirements Understanding UVs and texture coordinates Using the UV Editor Importing and applying a texture Creating textures procedurally Noise Texture Bump Emission ColorRamp Principled BSDF Mix Shader Exporting your textures Changing the rendering engine Baking a texture File Summary Further reading Chapter 4: Adjusting Cameras and Lights Technical requirements Rendering a scene Understanding light types Types of light Basic properties of light Specific properties of each light type Wrapping up Introducing MatCap and Ambient Occlusion MatCap Ambient Occlusion Summary Further reading Chapter 5: Setting Up Animation and Rigging Technical requirements Where to build animations Animating in Godot Engine Animating in Blender Wrapping up Understanding the readiness of models Topology and rigging Grabbing Creating animations Rigging Animating Getting animations ready for Godot Summary Further reading Part 2: Asset Management Chapter 6: Exporting Blender Assets Technical requirements Getting ready to export Deciding what to do with n-gons Setting origin points Applying rotation and scale Naming things properly Wrapping up Exploring glTF and other export formats Comparing gITF with other formats Introducing glTF Deciding what to export Include Transform Geometry Animation Creating presets Summary Further reading Chapter 7: Importing Blender Assets into Godot Technical requirements Making a scene! Going between Blender and Godot Deciding what to do with materials Labeling Blender materials by purpose Labeling Blender materials by color Importing your models into separate folders Using a staging area in Godot Wrapping up Importing animations MeshInstance and Skeleton AnimationPlayer Separating actions Summary Further reading Chapter 8: Adding Sound Assets Technical requirements Learning about different sound formats Introducing WAV Introducing OGG Introducing MP3 Wrapping up Deciding on looping or not Turning the looping on and off Playing audio in Godot Playing background music Playing a sound effect on demand Increasing gameplay experience Summary Further reading Part 3: Clara’s Fortune – An Adventure Game Chapter 9: Designing the Level Technical requirements Creating the cave Erecting the walls Sinking the walls Placing the rocks Distributing props Finishing the rest of the level Constructing the missing materials Fixing the leaves Creating the water Laying models on a grid Taking advantage of MeshLibrary Using a mesh library with a grid map The necessity of using multiple grid maps Wrapping up Summary Further reading Chapter 10: Making Things Look Better with Lights and Shadows Technical requirements Adding different types of light Lighting candles Introducing candles to the level Mimicking the sunlight Enabling and adjusting shadows Creating post-processing effects Background ToneMap Screen Space Reflections (SSR) Ambient Occlusion (SSAO) Glow Adjustments Wrapping up Using global illumination Turning on Light Baking Adjusting Indirect Energy Summary Further reading Chapter 11: Creating the User Interface Technical requirements Creating a simple button Wrapping in a panel Filling the panel with more control nodes Adding a MarginContainer Styling the Label node Positioning the Close button Adding the close functionality Wrapping up Taking advantage of themes Creating a new theme Styling a CheckButton Changing a CheckBox and discovering radio buttons Attaching a theme Altering a vertical slider component Wrapping up Summary Further reading Chapter 12: Interacting with the World through Camera and Character Controllers Technical requirements Understanding the camera system Tidying things up for interactivity Deciding on a type of projection Adjusting the camera settings for our game Detecting user input Knowing where the player interacts Distinguishing useful mouse events Moving the player around Creating walkable areas with a Navigation node Introducing a basic player character Preparing a clickable area for raycasting Using Navigation node for pathfinding Moving the player to their desired spot Wrapping up Triggering animations Understanding how Clara looks around Adding a looking behavior to moving functionality Playing the right action for Clara Blending animations or actions Summary Further reading Chapter 13: Finishing with Sound and Animation Technical requirements Playing music and sound effects Setting background music Conditionally playing a sound Understanding the volume through decibels Creating reaction spots Placing trigger points in the world Getting to know a better collision detection method Lighting the candles and sconces Adding the trigger for the backpack Interacting with the door Building simple animations in Godot Creating the door animation Playing the door animation on a condition Waiting for the door animation to trigger an event Let there be flickering lights Wrapping up Loading another level Using an event bus Listening to the EventBus signal Discussing some of the choices we can all make Summary Further reading Chapter 14: Conclusion Technical requirements Exporting your game Preparing your project for export Creating a mechanism for turning the game off Configuring Windows export settings Offering different gameplay experiences Having an iterative creation process Discovering different genres Summary Further reading Index
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