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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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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

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...

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