Okay, it’s not super impressive. Right now, I’m just playing with a #Godot template for a third-person control system. I’ve already learned a few things from mapping my gamepad to the input system, though. #GameDev

Just a really basic Godot 3D demo where an undetailed puppet character walks around a grid with a yellow wall and a green ramp. The puppet walks back and forth and jumps a few times.
Just a really basic Godot 3D demo where an undetailed puppet character walks around a grid with a yellow wall and a green ramp. The puppet walks back and forth and jumps a few times.

Some passing thoughts on pieces I’ve been experimenting with:

There’s still a lot I’m apprehensive about, but these should provide a starting point for making small 3D games with unique characters and landscapes. I’ve seen a few decent tutorials for manually turning photographs of buildings into 3D models in Blender, so I might actually have some environments and scenarios to play with.

One of the first things to hack on is proper controller support. Godot’s internal system is actually pretty solid, but this template pretty much just assumes you’re using a mouse and keyboard. Most of the controls work out of the box!

But, not the camera, because it’s tied to mouse events. So, I have to figure out the proper way to rotate the camera gimball around the player character when the right stick is moved. Maybe also account for controller vs mouse input?

After that, I kinda want to play with fine-tuning camera position, for a more over-the-shoulder view, and also add the ability to alternate between first person and third person.

In the short term, a lot of this stuff is going to look and feel weird, probably just be a load of crap. I don’t know dick about 3D animation or creating models, let alone most of what a dev would need to know about 3D game development, but would love to properly learn it all someday.

This is a good starting point, though. I can mix and match pieces together to make something.