Creating a World of Your Own in Godot
In Part 1 of this book, you learned the basics of programming! No small feat if you ask me. So, congrats on that milestone! Now, it’s time to tie it all together and start working on our game.
In the early days of game development, everything happened through code. A computer wizard had to program everything, from systems and features to levels and asset placement. In recent times, the tooling for creating games has gotten way better, is free, and is very user-friendly.
Godot, like most modern game engines (Unity, Unreal Engine, Construct, and others), has a graphical interface that makes it easy to drag and drop elements of our game into levels or other scenes. In this chapter, we’ll learn how to use this graphical interface by creating a rudimentary player character and a little world for them to inhabit.
We’ll also learn some tricks to tie the code and graphical editor together with node references and variable...