<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[ExploreGameDev]]></title><description><![CDATA[ExploreGameDev]]></description><link>https://exploregame.dev</link><generator>RSS for Node</generator><lastBuildDate>Mon, 20 Apr 2026 22:02:05 GMT</lastBuildDate><atom:link href="https://exploregame.dev/rss.xml" rel="self" type="application/rss+xml"/><language><![CDATA[en]]></language><ttl>60</ttl><item><title><![CDATA[Utilizing the CharacterBody 2D and 3D nodes in Godot 4]]></title><description><![CDATA[Working with the node formerly known as KinematicBody
The node formerly known as KinematicBody
When making 3D games in Godot 3 it was very common to base the player character on the KinematicBody node as they are a special type of Physics Body ment t...]]></description><link>https://exploregame.dev/utilizing-the-characterbody-2d-and-3d-nodes-in-godot-4</link><guid isPermaLink="true">https://exploregame.dev/utilizing-the-characterbody-2d-and-3d-nodes-in-godot-4</guid><dc:creator><![CDATA[Sam Keen]]></dc:creator><pubDate>Tue, 17 Jan 2023 20:52:31 GMT</pubDate><enclosure url="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596826716/98fc1524-20a8-4356-979b-b1c92d073e40.png" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>Working with the node formerly known as KinematicBody</p>
<h2 id="heading-the-node-formerly-known-as-kinematicbody">The node formerly known as KinematicBody</h2>
<p>When making 3D games in Godot 3 it was very common to base the player character on the <code>KinematicBody</code> node as they are a special type of Physics Body ment to be user controlled.  The equivalent for 2D games was the <code>KinematicBody2D</code>.</p>
<p>One goal in Godot 4's development was to simplify the node tree and make the naming more consistent.  To that effort, <code>KinematicBody</code> was renamed to <code>CharacterBody3D</code> and <code>KinematicBody2D</code> was renamed to <code>CharacterBody2D</code>.  This was a common change for nodes with 2D/3D counterparts.  No longer is the lack of a suffix equated to <em>implied 3D</em>, the 3D is now explicitly appended.  The documentation lists some of these <a target="_blank" href="https://docs.godotengine.org/en/latest/tutorials/migrating/upgrading_to_godot_4.html?ref=exploregame.dev#automatically-renamed-nodes-and-resources">renamings</a>.</p>
<p><img src="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596821956/9f473eb8-1bdd-4c1e-afad-806f8f736ced.png" alt="KinematicBody and KinematicBody2D on the left with arrow pointing right to their new names; CharacterBody3D and CharacterBody2D" /></p>
<p>This class consistency renaming is also apparent if you compare the the class hierarchies of <code>KinematicBody</code> and <code>CharacterBody3D</code>.</p>
<p><img src="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596822884/704efd9f-3638-4a27-bfd4-b1b8a3b984a4.png" alt /></p>
<h2 id="heading-new-functionality-in-characterbody">New functionality in CharacterBody</h2>
<p>For the remainder of this article we'll focus on <code>CharacterBody3D</code> specifically but much/most of this is relevant to <code>CharacterBody2D</code> also.</p>
<h3 id="heading-few-more-methods">Few more methods</h3>
<p>If we compare the methods exposed for <code>KinematicBody</code> vs <code>CharacterBody3D</code> we see some expansion. For instance in addition to <code>is_on_floor</code>, we have <code>is_on_floor_only</code>.  The former returns true if the body collided <strong>only</strong> with the floor on the last call of <code>move_and_slide</code>.</p>
<p><img src="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596824087/abc6a3b2-8765-4fb1-84d2-93265c4ba083.png" alt /></p>
<h3 id="heading-changes-with-moveand-methods">Changes with <code>move_and_...</code> methods</h3>
<p>In Godot 3 methods such as <code>move_and_slide</code> had gotten a bit unruly with regards to their method signatures.</p>
<p># KinematicBody</p>
<p>move_and_slide ( Vector3 linear_velocity, Vector3 up_direction=Vector3( 0, 0, 0 ), bool stop_on_slope=false, int max_slides=4, float floor_max_angle=0.785398, bool infinite_inertia=true )</p>
<p>With this <em>function centric</em> approach, as more features were added to the engine for which move and slide would need to be informed of, we would need to add yet another param to the method with a default value to protect backwards compatibility.  This doesn't scale well and makes the method overly complex.</p>
<p>In Godot 4, in a more <em>object oriented</em> design, these parameters have been moved out to first class properties of the <code>CharacterBody3D</code> class.</p>
<p><img src="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596825280/d5fb3605-b390-47d4-9bfc-78701708473f.png" alt /></p>
<p>So now in <code>CharacterBody3D</code> we manipulate these properties on the object prior to calling <code>move_and_slide</code> which now has zero parameters and simply returns <code>true</code> if the body collided, otherwise, returns <code>false</code>.</p>
<p>We can see this in play in the new Godot provided <code>CharacterBody3D</code>  script template for basic movement.</p>
<p>extends CharacterBody3D</p>
<p>const SPEED = 5.0 const JUMP_VELOCITY = 4.5</p>
<p># Get the gravity from the project settings to be synced with RigidBody nodes. var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")</p>
<p>func _physics_process(delta: float) -&gt; void: # Add the gravity. if not is_on_floor(): velocity.y -= gravity * delta</p>
<p># Handle Jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY</p>
<p># Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED)</p>
<p># Note, now zero parameters for move_and_slide move_and_slide()</p>
<h2 id="heading-wrap-up">Wrap up</h2>
<p>As you can see core classes such as the formerly named Kinematic Bodies have been unified and simplified in Godot 4 in the form of the Character Body classes.  This is only one small piece of the improvements of Godot 4 and you can find a few more details <a target="_blank" href="https://docs.godotengine.org/en/latest/tutorials/migrating/upgrading_to_godot_4.html?ref=exploregame.dev">in the docs here</a>.</p>
<p>I hope you found this useful and I encourage you to subscribe to this newsletter and the <a target="_blank" href="https://www.youtube.com/@exploregamedev?ref=exploregame.dev">ExploreGameDev YouTube channel</a> to get notified of new posts here and tutorial videos on YouTube.</p>
]]></content:encoded></item><item><title><![CDATA[Introduction to meshes and textures in Godot 4]]></title><description><![CDATA[Working with meshes and textures in Godot 4
Hello, I’ve published another video game development tutorial on Youtube.  In this edition there is a gentle yet thorough introduction to the concept of polygon meshes and their applied textures.  There is ...]]></description><link>https://exploregame.dev/introduction-to-meshes-and-textures-in-godot-4</link><guid isPermaLink="true">https://exploregame.dev/introduction-to-meshes-and-textures-in-godot-4</guid><dc:creator><![CDATA[Sam Keen]]></dc:creator><pubDate>Mon, 05 Dec 2022 13:39:55 GMT</pubDate><enclosure url="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596831632/4dd9bd59-8228-4554-91e9-b89208a87860.png" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p><img src="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596830305/5700b967-a73b-4321-b20e-ea49a12c5cf5.png" alt="The Godot 4 editor" /></p>
<p>Working with meshes and textures in Godot 4</p>
<p>Hello, I’ve published another video game development tutorial on Youtube.  In this edition there is a gentle yet thorough introduction to the concept of polygon meshes and their applied textures.  There is background covered on the concepts then we’re shown how to leverage them in you own game building in Godot 4.</p>
<p>These are important concepts to understand when starting game development, so be sure to check it out if you are interested in getting started with creating your own games. Thanks for watching.</p>
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]]></content:encoded></item><item><title><![CDATA[Back to 3D; adding character controllers to models]]></title><description><![CDATA[Working with 3D models in Godot
Hello, after finishing my 10 part series on an introduction to 2D game development in Godot, I’ve decided to return to the topic of 3D.
Also I’ve decided to retire Godot 3, all future videos will use Godot 4 (until 5 c...]]></description><link>https://exploregame.dev/back-to-3d-adding-character-controllers-to-models</link><guid isPermaLink="true">https://exploregame.dev/back-to-3d-adding-character-controllers-to-models</guid><dc:creator><![CDATA[Sam Keen]]></dc:creator><pubDate>Sat, 19 Nov 2022 20:28:01 GMT</pubDate><enclosure url="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596837484/af2a4af2-cef9-4747-93b7-a14b588b24f0.png" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>Working with 3D models in Godot</p>
<p>Hello, after finishing my <a target="_blank" href="https://www.youtube.com/playlist?list=PL2EYHD7CRNYV57mQnRcnJNuFwZcvGVyhj&amp;ref=exploregame.dev">10 part series</a> on an introduction to 2D game development in Godot, I’ve decided to return to the topic of 3D.</p>
<p>Also I’ve decided to retire Godot 3, all future videos will use Godot 4 (until 5 comes out 😉)</p>
<p>The first installment is a quick intro showing the basics of importing a 3D model and then adding a character controller to it.  I was amazed at how simple this was to accomplish using Godot 4.  Hope you find it useful, be sure to add any feedback you might have in the Youtube comments.</p>
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]]></content:encoded></item><item><title><![CDATA[Intro to 2D gamedev tutorial series is complete]]></title><description><![CDATA[Building TicTacToe in Godot
Really excited to release this final lesson, part 10.  It feels great to complete these sorts of personal projects.
I learned a lot in this process, not only Godot game development, but probably more so in regards to video...]]></description><link>https://exploregame.dev/intro-to-2d-gamedev-tutorial-series-is-complete</link><guid isPermaLink="true">https://exploregame.dev/intro-to-2d-gamedev-tutorial-series-is-complete</guid><dc:creator><![CDATA[Sam Keen]]></dc:creator><pubDate>Sat, 05 Nov 2022 16:48:39 GMT</pubDate><enclosure url="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596842403/dacae93a-efd1-47bc-a071-79360ecf041e.png" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>Building TicTacToe in Godot</p>
<p>Really excited to release this final lesson, part 10.  It feels great to complete these sorts of personal projects.</p>
<p>I learned a lot in this process, not only Godot game development, but probably more so in regards to video editing.  That was a new learned skill for me and I have a new admiration for those who do it professionally.</p>
<p>I’m excited to take what I learned in <a target="_blank" href="https://www.youtube.com/playlist?list=PL2EYHD7CRNYV57mQnRcnJNuFwZcvGVyhj&amp;ref=exploregame.dev">this 10 part series</a> and leverage it in the next tutorials.  I plan to stay with Godot, but maybe move into 3D game development.</p>
<p>In this final episode we tackle adding SoundFX and Music to finish off the TicTacToe game.</p>
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]]></content:encoded></item><item><title><![CDATA[Improving the look of the game; custom fonts and color scheme]]></title><description><![CDATA[Powered through some motivation struggles and finally got, and recovered from Covid.  Now I’m felling refreshed and working on video tutorials again.  I’m amazed just how long it takes to film and edit this little ~10 minute tutorial, but overall I e...]]></description><link>https://exploregame.dev/improving-the-look-of-the-game-custom-fonts-and-color-scheme</link><guid isPermaLink="true">https://exploregame.dev/improving-the-look-of-the-game-custom-fonts-and-color-scheme</guid><dc:creator><![CDATA[Sam Keen]]></dc:creator><pubDate>Sat, 29 Oct 2022 22:14:36 GMT</pubDate><enclosure url="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596847109/83adb296-415d-4254-a0b0-98e28d3a782c.png" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>Powered through some motivation struggles and finally got, and recovered from Covid.  Now I’m felling refreshed and working on video tutorials again.  I’m amazed just how long it takes to film and edit this little ~10 minute tutorial, but overall I enjoy the process, and improve the way I work just a bit on each new video.</p>
<p>I’ve done most of the editing on episode’s 9 and 10 so they should come in short order, bringing an end to this series.  I’m considering stepping into 3D game development in Godot, in the new version 4.  Going to experiment with even shorter videos, 4-5 minutes, see if that helps me to maintain momentum.</p>
<p>In part 8 we introduce the user to custom fonts and applying a color scheme in the UI menus and the game board.</p>
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]]></content:encoded></item><item><title><![CDATA[Storing and retrieving game state]]></title><description><![CDATA[Next installment of the Intro to Godot 2D game development 10 part series is out.
In this lesson we cover adding a game state storage class.  This enables state to be recorded on one scene, then retrieved on any other scene in the game.
At this point...]]></description><link>https://exploregame.dev/storing-and-retrieving-game-state</link><guid isPermaLink="true">https://exploregame.dev/storing-and-retrieving-game-state</guid><dc:creator><![CDATA[Sam Keen]]></dc:creator><pubDate>Thu, 08 Sep 2022 04:14:21 GMT</pubDate><enclosure url="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596850953/deb852bf-cbf0-41e5-b855-4f65fced532d.png" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>Next installment of the <a target="_blank" href="https://www.youtube.com/playlist?list=PL2EYHD7CRNYV57mQnRcnJNuFwZcvGVyhj&amp;ref=exploregame.dev">Intro to Godot 2D game development</a> 10 part series is out.</p>
<p>In this lesson we cover adding a game state storage class.  This enables state to be recorded on one scene, then retrieved on any other scene in the game.</p>
<p>At this point, this TicTacToe game has all the needed functionality.  In the next and final three videos we will cover visual polish, effects and sound.</p>
]]></content:encoded></item><item><title><![CDATA[Intro to 2D game development with Godot]]></title><description><![CDATA[Making progress with the intro to game development with Godot series.
We are up to episode 6 of 10.  In lesson 6, a simple computer opponent is developed in this evolving 2D Tic Tac Toe game.  As with other lessons, we leverage the GUT testing framew...]]></description><link>https://exploregame.dev/intro-to-2d-game-development-with-godot</link><guid isPermaLink="true">https://exploregame.dev/intro-to-2d-game-development-with-godot</guid><dc:creator><![CDATA[Sam Keen]]></dc:creator><pubDate>Fri, 19 Aug 2022 04:28:58 GMT</pubDate><enclosure url="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596855928/f7e211f5-871c-4252-836d-096ec913d947.png" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>Making progress with the <a target="_blank" href="https://www.youtube.com/playlist?list=PL2EYHD7CRNYV57mQnRcnJNuFwZcvGVyhj&amp;ref=exploregame.dev">intro to game development with Godot series</a>.</p>
<p>We are up to episode 6 of 10.  In lesson 6, <strong>a simple computer opponent is developed</strong> in this evolving 2D Tic Tac Toe game.  As with other lessons, we leverage the GUT testing framework to do some test driven development.  This enables single player mode in addition to the current two player mode.</p>
<p>As with all lessons, you’ll find a link to the source code of the game at the state it is in for that lesson.</p>
<p>Episode 7 will be out in a couple of weeks (this is a nights and weekends thing for me).  In that episode we add global game state persistence.  Then in 8, 9, and finally 10, we improve the visual look and feel of the game and add soundFX and music.</p>
<p>I’m learning a lot in both using Godot and video editing for the lessons.  Can’t wait to finish up this series and then start something new.</p>
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]]></content:encoded></item><item><title><![CDATA[Unit testing in game development]]></title><description><![CDATA[So I released episode 3 of 10 this past Saturday.  I’m learning as I go and with this release I’ve made some slight tweaks to the the marketing of the videos.
This video introduces the learner to using Test Driven Development to add features, in this...]]></description><link>https://exploregame.dev/unit-testing-in-game-development</link><guid isPermaLink="true">https://exploregame.dev/unit-testing-in-game-development</guid><dc:creator><![CDATA[Sam Keen]]></dc:creator><pubDate>Mon, 04 Jul 2022 18:31:43 GMT</pubDate><enclosure url="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596863087/0d8e8847-746a-4609-a8d9-9275b6765acc.png" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>So I released episode 3 of 10 this past Saturday.  I’m learning as I go and with this release I’ve made some slight tweaks to the the marketing of the videos.</p>
<p>This video introduces the learner to using <a target="_blank" href="https://en.wikipedia.org/wiki/Test-driven_development?ref=exploregame.dev">Test Driven Development</a> to add features, in this case; simple player turn management.</p>
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<h2 id="heading-alterations-made-as-a-part-of-video-threes-release">Alterations made as a part of video three’s release</h2>
<h3 id="heading-i-scheduled-the-video-to-go-public-on-usa-sat-morning">I scheduled the Video to go public on USA, Sat morning</h3>
<p>I plan to do this going forward to give consistency to the release cycle.  I’m also paring this with a scheduled tweet to announce the video.</p>
<h3 id="heading-i-adapted-the-title-format-and-back-ported-to-previous-videos">I adapted the title format (and back ported to previous videos</h3>
<p>Previous format was: <strong><em>Game dev intro with TicTacToe, Part 3, Unit testing with GUT</em></strong></p>
<p>I realized no one really cares that this is about TicTacToe, this important part is that it is about an introduction to video game development in Godot</p>
<p>So, the new format is: <strong><em>Intro to Game Development in Godot, part 3, Unit testing with GUT</em></strong></p>
<p>I’ve renamed all previously released videos in this format</p>
<h3 id="heading-updated-thumbnails">Updated thumbnails</h3>
<p>All the thumbs were looking quite similar without a distinction.  I adjusted the series part label to call it out more.  I think it is better, but still needs improvement.  I’ll spend some more time on it this week.</p>
<p>Original thumb style</p>
<p><img src="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596860811/7e55246c-0c34-4075-808f-a1d041ea0787.png" alt /></p>
<p>New style</p>
<p><img src="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596862065/7f715f0d-2b98-4068-9d52-19edc7eb315a.png" alt /></p>
<p>This has been a great learning experience thus far.  I’m sure I’ll have plenty more realizations by the time I get to video 10.</p>
]]></content:encoded></item><item><title><![CDATA[Intro to game dev with TicTacToe, Lesson 2 released]]></title><description><![CDATA[Programming an algorithm for winning move detection
I this latest lesson, we add winning move detection to the TicTacToe prototype.  Moving it closer to what will eventually be a two player game.
This is a series of 10 lessons in total so we are just...]]></description><link>https://exploregame.dev/intro-to-game-dev-with-tictactoe-lesson-2-released</link><guid isPermaLink="true">https://exploregame.dev/intro-to-game-dev-with-tictactoe-lesson-2-released</guid><dc:creator><![CDATA[Sam Keen]]></dc:creator><pubDate>Mon, 27 Jun 2022 00:04:11 GMT</pubDate><enclosure url="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596867508/2c27f6e4-ccb7-4f0f-a897-12fba9b8fda4.png" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>Programming an algorithm for winning move detection</p>
<p>I this latest lesson, we add winning move detection to the TicTacToe prototype.  Moving it closer to what will eventually be a two player game.</p>
<p>This is a <a target="_blank" href="https://www.youtube.com/playlist?list=PL2EYHD7CRNYV57mQnRcnJNuFwZcvGVyhj&amp;ref=exploregame.dev">series of 10 lessons</a> in total so we are just getting started.  Stay tuned for a new episode each week.</p>
]]></content:encoded></item><item><title><![CDATA[New tutorial series for Godot 2D game development]]></title><description><![CDATA[In this set of videos, we’ll be using a simple game design; Tic Tac Toe, to demonstrate such aspects of game development as:

Breaking down your game into domain objects and implementing them in GDScript

Developing algorithms for Win detection

Test...]]></description><link>https://exploregame.dev/new-tutorial-series-for-godot-2d-game-development</link><guid isPermaLink="true">https://exploregame.dev/new-tutorial-series-for-godot-2d-game-development</guid><dc:creator><![CDATA[Sam Keen]]></dc:creator><pubDate>Sun, 19 Jun 2022 22:19:14 GMT</pubDate><enclosure url="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596872870/9d83a43e-6e9c-4353-81fd-06f5601478bc.png" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p><img src="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596871488/ed849456-f83b-4471-9076-0f882a2583da.png" alt="New tutorial series for Godot 2D game development" /></p>
<p>In this set of videos, we’ll be using a simple game design; Tic Tac Toe, to demonstrate such aspects of game development as:</p>
<ul>
<li><p>Breaking down your game into domain objects and implementing them in GDScript</p>
</li>
<li><p>Developing algorithms for <em>Win detection</em></p>
</li>
<li><p>Testing core logic with Godot unit test framework (GUT) unit tests</p>
</li>
<li><p>Implementing turn management between player1 and player2</p>
</li>
<li><p>Implementing single player agains the computer</p>
</li>
<li><p>Tracking game state between multiple game rounds of a play session</p>
</li>
<li><p>Adding start and end screens and managing the flow between them</p>
</li>
<li><p>Improving game look with custom fonts an color scheme</p>
</li>
<li><p>Adding particle effects</p>
</li>
<li><p>Adding soundFX and music</p>
</li>
</ul>
<p>Videos will be released about once a week, with an <a target="_blank" href="https://youtu.be/LFxQgiiJv_M?ref=exploregame.dev">intro to the series here</a> and the <a target="_blank" href="https://youtu.be/WKqD8-m0m2A?ref=exploregame.dev">first lesson video here</a> on Youtube.</p>
]]></content:encoded></item><item><title><![CDATA[Compare two type of drag and drop in Godot]]></title><description><![CDATA[I did further research on implementing drag and drop in the Godot game engine.  In my first tutorial I only looked at the built-in support for UI Control drag and drop.  In this latest installment I’ve additionally looked into Node2D based drag and d...]]></description><link>https://exploregame.dev/compare-two-type-of-drag-and-drop-in-godot</link><guid isPermaLink="true">https://exploregame.dev/compare-two-type-of-drag-and-drop-in-godot</guid><dc:creator><![CDATA[Sam Keen]]></dc:creator><pubDate>Tue, 01 Mar 2022 22:00:45 GMT</pubDate><enclosure url="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596876467/1c25e510-e617-4869-98d7-9b8acd17ecbe.png" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>I did further research on implementing drag and drop in the Godot game engine.  In my <a target="_blank" href="https://youtu.be/cNvzGKCkNXg?ref=exploregame.dev">first tutorial</a> I only looked at the built-in support for UI Control drag and drop.  In this latest installment I’ve additionally looked into Node2D based drag and drop and compare/contrasted it with UI Control version.</p>
<p>Enjoy the video and let me know if there are other Godot topics you would like me to cover.</p>
]]></content:encoded></item><item><title><![CDATA[Porting Godot 3 games to version 4]]></title><description><![CDATA[If you have games you’ve written in Godot 3 (or are currently building), Godot 4 alpha 2 is out, so it might be time to explore what it takes to port those works to Godot 4.
I’ve created an in depth guide to porting one of the official Godot 3 demo g...]]></description><link>https://exploregame.dev/porting-godot-3-games-to-version-4</link><guid isPermaLink="true">https://exploregame.dev/porting-godot-3-games-to-version-4</guid><dc:creator><![CDATA[Sam Keen]]></dc:creator><pubDate>Thu, 10 Feb 2022 16:37:54 GMT</pubDate><enclosure url="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596881849/f749e945-63b9-469d-9b91-aba764169102.png" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>If you have games you’ve written in Godot 3 (or are currently building), <a target="_blank" href="https://godotengine.org/article/dev-snapshot-godot-4-0-alpha-2?ref=exploregame.dev">Godot 4 alpha 2 is out</a>, so it might be time to explore what it takes to port those works to Godot 4.</p>
<p>I’ve created an in depth guide to porting one of the official Godot 3 demo games; <a target="_blank" href="https://docs.godotengine.org/en/3.1/getting_started/step_by_step/your_first_game.html?ref=exploregame.dev"><em>Dodge the creeps</em></a>.</p>
<p><img src="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596880973/ebc59409-544d-462b-a85f-84a13cdd48ff.png" alt /></p>
<p>After watching this video, you’ll have a good sense as to the effort involved, plus a summarized guide to utilize in porting your own games.</p>
<iframe src="https://www.youtube-nocookie.com/embed/ZjfYZPjLdQU?rel=0&amp;autoplay=0&amp;showinfo=0&amp;enablejsapi=0" width="728" height="409"></iframe>]]></content:encoded></item><item><title><![CDATA[My first game jam]]></title><description><![CDATA[I recently became aware of a bit different game jam, the inaugural Godot Addon Jam.

I’ve never participated in a game jam, I have to admit I’m a little intimidated and don’t know that I have the 24-48 straight hours available for the more traditiona...]]></description><link>https://exploregame.dev/my-first-game-jam</link><guid isPermaLink="true">https://exploregame.dev/my-first-game-jam</guid><dc:creator><![CDATA[Sam Keen]]></dc:creator><pubDate>Tue, 08 Feb 2022 03:31:21 GMT</pubDate><content:encoded><![CDATA[<p>I recently became aware of a bit different game jam, the inaugural <a target="_blank" href="https://itch.io/jam/godot-addons-jam-1?ref=exploregame.dev">Godot Addon Jam</a>.</p>
<p><img src="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596885997/ae68bac3-6df7-4173-b9ac-175eb5a09137.png" alt /></p>
<p>I’ve never participated in a game jam, I have to admit I’m a little intimidated and don’t know that I have the 24-48 straight hours available for the more traditional jams.</p>
<p>This jam was different, firstly it was for creating addons (plugins) for Godot rather than games and you were given a full week to complete your entry.</p>
<p>This was much more approachable for me, so I took the leap and entered.</p>
<p>I took the project tracking application I’ve been building in Godot; <a target="_blank" href="https://exploregamedev.itch.io/tilth?ref=exploregame.dev">Tilth studio</a>, and ported it to a <a target="_blank" href="https://exploregamedev.itch.io/tilth-godot-plugin?ref=exploregame.dev">plugin</a>.</p>
<p>It was a great experience.  It pushed me to learn more about Godot plugins and allowed me to dip my toe in the Game Jam pool.  Now eventually entering a more traditional game jam feels more attainable.</p>
<p>If you’ve thought of entering a jam but are anxious about it, be sure to <a target="_blank" href="https://itch.io/jams?ref=exploregame.dev">look for those outside the box jams</a> that might be appropriate for you.</p>
]]></content:encoded></item><item><title><![CDATA[Godot 4: New features in GDScript 2.0]]></title><description><![CDATA[New features in Godot 4
With Godot 4 and the accompanying GDScript 2.0 on the horizon, I’ve taken some time to investigate the changes that come in with GDScript 2.0. I made a video covering the highlights of the new annotations feature plus the effe...]]></description><link>https://exploregame.dev/godot-4-new-features-in-gdscript-20</link><guid isPermaLink="true">https://exploregame.dev/godot-4-new-features-in-gdscript-20</guid><dc:creator><![CDATA[Sam Keen]]></dc:creator><pubDate>Mon, 24 Jan 2022 17:05:59 GMT</pubDate><enclosure url="https://cdn.hashnode.com/res/hashnode/image/upload/v1707596890774/383cc4bb-842d-479d-9bb9-252b8199d582.png" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>New features in Godot 4</p>
<p>With Godot 4 and the accompanying GDScript 2.0 on the horizon, I’ve taken some time to investigate the changes that come in with GDScript 2.0. I made a video covering the highlights of the new <strong>annotations</strong> feature plus the effect annotations have on <strong>export syntax</strong>.</p>
]]></content:encoded></item><item><title><![CDATA[Video production template]]></title><description><![CDATA[I’ve started producing GameDev tutorial videos. I’ve started a video production guide that works for me.  I’m three videos in now and I try to improve it on each iteration.  Here’s what I have at this point.
What’s your template look like, or do you ...]]></description><link>https://exploregame.dev/video-production-template</link><guid isPermaLink="true">https://exploregame.dev/video-production-template</guid><category><![CDATA[video production]]></category><dc:creator><![CDATA[Sam Keen]]></dc:creator><pubDate>Mon, 24 Jan 2022 04:14:40 GMT</pubDate><enclosure url="https://images.unsplash.com/photo-1574717024653-61fd2cf4d44d?crop=entropy&amp;cs=tinysrgb&amp;fit=max&amp;fm=jpg&amp;ixid=MnwxMTc3M3wwfDF8c2VhcmNofDJ8fHZpZGVvJTIwZWRpdGluZ3xlbnwwfHx8fDE2NzIxNjk1NjU&amp;ixlib=rb-4.0.3&amp;q=80&amp;w=2000content/images/size/w1200" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>I’ve started producing GameDev tutorial videos. I’ve started a video production guide that works for me.  I’m <a target="_blank" href="https://www.youtube.com/channel/UCZIhKFkqPOMrdlpYBCxB8Fw?ref=exploregame.dev">three videos in now</a> and I try to improve it on each iteration.  Here’s what I have at this point.</p>
<p>What’s your template look like, or do you some other planning tool?</p>
<hr />
<h2 id="heading-summary">Summary</h2>
<ul>
<li>Key message</li>
</ul>
<h2 id="heading-title">Title</h2>
<ul>
<li><p><em>Think of keywords used when googling</em></p>
</li>
<li><p><em>Use google search, tube-buddy</em></p>
</li>
</ul>
<h2 id="heading-outline">Outline</h2>
<h2 id="heading-filming-punch-list">Filming punch-list</h2>
<p><em>From the outline, I’ll break down each scene and determine what A (A00) and B (B00) role shots will be needed.</em></p>
<ul>
<li><p>[ ] ::A01 Intro</p>
</li>
<li><p>[ ] ::A02 Outro</p>
</li>
<li><p>[ ] ::B02 Image of device</p>
</li>
</ul>
<h2 id="heading-editing">Editing</h2>
<ul>
<li><p><strong>Import into FCPX</strong></p>
<ul>
<li><p>New Library</p>
</li>
<li><p>Import media (let it bake: + 9)</p>
</li>
<li><p>Create new Project</p>
</li>
</ul>
</li>
<li><p><strong>Trim clips into Project</strong></p>
</li>
<li><p><strong>Fine trimming</strong></p>
</li>
<li><p><strong>Audio Adjustments</strong></p>
</li>
<li><p><strong>Color correction</strong></p>
<ul>
<li>Window -&gt; WorkSpaces -&gt; Color and effects</li>
</ul>
</li>
<li><p><strong>Overlays / Effects</strong></p>
</li>
<li><p><strong>Scene Transitions</strong></p>
</li>
<li><p><strong>Music</strong></p>
</li>
<li><p><strong>Export</strong></p>
</li>
</ul>
<h2 id="heading-thumbnail">Thumbnail</h2>
<h2 id="heading-publish-to-youtube">Publish to Youtube</h2>
<ul>
<li><p>Keywords</p>
</li>
<li><p>Description</p>
</li>
</ul>
<h2 id="heading-promote">Promote</h2>
]]></content:encoded></item></channel></rss>