Making a game in Godot: Update 3

30th Aug, 2025

Making a game in Godot: Update 3

Hello! It’s me again! The guy trying to learn how to make games in Godot whilst trying to remember to update this blog occasionally.

There’s been a whole bunch of updates since I last posted. So much so I can’t possibly remember them or summarise them - but I’m fairly sure I’ve committed code updated every day since.

Not that that is a particularly good indication of progress, but it does mean I’ve been keeping at it, and that’s something I’ve failed to do previously with smaller experiments in other game engines.

On the coding side, I’ve been getting more comfortable in C# - though I still forget certain methods or syntax - but also getting confident in the ‘architectural’ structure of the game. Admittedly, the confidence isn’t at 100% yet - maybe only 50% - but it has been reliable enough for me to quickly introduce fixes, improvements and general upkeep fairly painlesslessly.

There’s been some restructuring of certain parts of the game to allow for easier sharing of common game assets/scenes, but thankfully Godot has made that quite easy to deal with.

I’ve been focusing on the ‘core’ of the game, trying to resist the urge to spend time prettifying it, but recently I’ve been dabbling a little with Blender; and damn, it’s fun!

I’m really only scratching the surface of what Blender can do, but I’ve managed to quickly create some trees, rocks, cacti... all without crying and tearing my hair out. Even importing the blender models and materials into Godot is nice and painless.

The creation of 3D assets has been something that I’ve been a bit concerned about - given I’ve never done it before - but this has given some confidence it might not be as scary as I feared; but we’ll see!

OK, this isn’t a very interesting update at all, so maybe I’ll be a bit more organised next time - or maybe I’ll be WORSE?!

Ba-Byeee.