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Game Development with Blender and Godot

You're reading from   Game Development with Blender and Godot Leverage the combined power of Blender and Godot for building a point-and-click adventure game

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Product type Paperback
Published in Sep 2022
Publisher Packt
ISBN-13 9781801816021
Length 330 pages
Edition 1st Edition
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Author (1):
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Kumsal Obuz Kumsal Obuz
Author Profile Icon Kumsal Obuz
Kumsal Obuz
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Toc

Table of Contents (20) Chapters Close

Preface 1. Part 1: 3D Assets with Blender
2. Chapter 1: Creating Low-Poly Models FREE CHAPTER 3. Chapter 2: Building Materials and Shaders 4. Chapter 3: Adding and Creating Textures 5. Chapter 4: Adjusting Cameras and Lights 6. Chapter 5: Setting Up Animation and Rigging 7. Part 2: Asset Management
8. Chapter 6: Exporting Blender Assets 9. Chapter 7: Importing Blender Assets into Godot 10. Chapter 8: Adding Sound Assets 11. Part 3: Clara’s Fortune – An Adventure Game
12. Chapter 9: Designing the Level 13. Chapter 10: Making Things Look Better with Lights and Shadows 14. Chapter 11: Creating the User Interface 15. Chapter 12: Interacting with the World through Camera and Character Controllers 16. Chapter 13: Finishing with Sound and Animation 17. Chapter 14: Conclusion 18. Index 19. Other Books You May Enjoy

Moving the player around

You might have heard that context is important in real life because context can make an ordinary word or statement look especially bad or fun. This is consistently true in most technical areas—more specifically when we try to describe visual or artistic aspects. Sometimes, it’s alright to use words interchangeably, but making a distinction might be crucial—even necessary every now and then. For example, at the end of the last section, we claimed that we’d move a character. It might be an absurd attempt to do mind-reading via the pages of a book, but would we be wrong if you imagined a biped creature such as Clara walking around using her legs and swinging her arms?

Chances are you did think about it that way, but you’ll have to wait for that at this moment since we haven’t even moved an object between two spots on the level. Referring to the analogy of context, not every move has to involve a fully-fledged animation...

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