Blender Game Engine: Beginner's Guide - Victor Kuller Bacone - E-Book

Blender Game Engine: Beginner's Guide E-Book

Victor Kuller Bacone

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Beschreibung

Blender Game Engine is the part of the Blender 3D editor used to create actual 3D video games. It's the ideal entry level game development environment because you don't even need to learn to program. Create a complete game using Bender's innovative logic bricks."Blender Game Engine: Beginner's Guide" is the ideal introduction to game development. Using only logic bricks, the reader will create a complete game in Blender. By the end of the book the reader will be able to use their skills to create their own 3D games.

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Seitenzahl: 151

Veröffentlichungsjahr: 2012

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Table of Contents

Blender Game Engine Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Time for action — heading
What just happened?
Pop quiz — heading
Have a go hero—heading
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Things You Need to Know
Things you need, and things you don't
Time for action — start using the BGE
What just happened?
Exploring the interface of the Logic Editor
Time for action — exploring the logic bricks world
What just happened?
Time for action — moving the cube
What just happened?
Pop quiz — exploring the interface of the Logic Editor
Have a go hero— doing more
Summary
2. Your Characters
An example—save the whale!
How to create a library
Time for action — downloading models from the Internet
What just happened?
Importing other files into Blender
Time for action — cleaning up the model in Blender
What just happened?
Pop quiz — importing other files into Blender
Have a go hero—growing the library
Involving enemies in the game
Time for action — appending the enemy
What just happened?
Pop quiz — Involving enemies in the game
Have a go hero—reshaping the level
Creating a meeting point
Time for action — making the enemy follow a path
What just happened?
Pop quiz — creating a meeting point
Have a go hero—more interactivity
Summary
3. The First Level
Block out a level environment
Time for action — creating the scene
What just happened?
Pop quiz — blocking out a level environment
Have a go hero—doing it better
Creating a player view
Time for action — renaming the scene
What just happened?
Have a go hero—creating the real map view
Defining the boundaries
Time for action — closing the entry point
What just happened?
Have a go hero—experimenting with the start of the game
Marking the end of level
Time for action — opening the end point
What just happened?
Have a go hero—changing the end point
Summary
4. Collisions
Respawning the character
Time for action — returning to the original position
What just happened?
Pop quiz — respawning the character
Have a go hero—doing it better
Creating trap doors
Time for action — moving the blocks of ice
What just happened?
Have a go hero—the more, the better
Real-time motion
Time for action — rolling objects
What just happened?
Have a go hero—different actions
Creating looped actions
Time for action — making waves
What just happened?
Have a go hero—making it look real
Summary
5. Gameplay
Growing the character
Time for action — counting
What just happened?
Have a go hero—completing possibilities
Creating a life indicator bar
Time for action — decreasing life
What just happened?
Have a go hero—making limits
Creating a counter of items collected
Time for action — collecting
What just happened?
Have a go hero—making the difference
Creating a map of the level we play
Time for action — overlaying something like a map
What just happened?
Have a go hero—remaking things
Changing the camera view
Time for action — view 1, 2, 3
What just happened?
Have a go hero—not the only point of view
Moving to another layer
Time for action — throwing things
What just happened?
Have a go hero—making the shooter
Pop quiz — moving to another level
Summary
6. Liven up Your World!
Animate the character
Time for action — moving the whale's tail
What just happened?
Have a go hero—making poses
Making the environment come alive
Time for action — creating sounds and music
What just happened?
Have a go hero—sounds like music
Animate your enemies
Time for action — animating the hunter
What just happened?
Have a go hero—kill them all
Make your own game
Time for action — making the hunter shoot
What just happened?
Have a go hero—destroying things
Pop quiz — make your own game
Summary
7. Game Menu Screens
Making titles
Time for action — creating your first game title
What just happened?
Have a go hero—game over
Creating simple buttons
Time for action — using the up or down options
What just happened?
Have a go hero—creating transparent buttons
Making an externally executable game
Time for action — exporting your game
What just happened?
Have a go hero—multiplayer game
Pop quiz — making an external executable game
Summary
8. Publishing Your Game
Playing your game on the Web
Time for action — using the Burster plug-in
What just happened?
Have a go hero—customizing it
Making some trailers
Time for action — recording it
What just happened?
Have a go hero—more records
Creating something more
Time for action — updating your game
What just happened?
Have a go hero—creating a new level 2
Pop quiz — creating something more
Summary
A. Pop quiz — Answers
Chapter 1, Things You Need to Know
Pop quiz — exploring the interface of the Logic Editor
Chapter 2, Your Characters
Pop quiz — importing other files into Blender
Pop quiz — involving enemies in the game
Pop quiz — creating a meeting point
Chapter 3, The First Level
Pop quiz — blocking out a level environment
Chapter 4, Collisions
Pop quiz — respawning the character
Chapter 5, Gameplay
Pop quiz — moving to another level
Chapter 6, Liven up Your World!
Pop quiz — make your own game
Chapter 7, Game Menu Screens
Pop quiz — making an external executable game
Chapter 8, Publishing Your Game
Pop quiz — creating something more
Index

Blender Game Engine Beginner's Guide

Blender Game Engine Beginner's Guide

Copyright © 2012 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: September 2012

Production Reference: 1300812

Published by Packt Publishing Ltd.

Livery Place

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ISBN 978-1-84951-702-7

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Cover Image by Asher Wishkerman ( <[email protected]> )

Credits

Author

Victor Kuller Bacone

Reviewers

Pang Lih-Hern

Michelangelo Manrique

Acquisition Editor

Robin de Jongh

Lead Technical Editor

Hithesh Uchil

Technical Editors

Rati Pillai

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Copy Editors

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Project Coordinator

Sai Gamare

Proofreader

Joel T. Johnson

Indexer

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Production Coordinator

Melwyn D'sa

Cover Work

Melwyn D'sa

About the Author

Victor Kuller Bacone is the pen name for a Blender enthusiast of six years. By profession, he is a video editor, but the explosion of current technologies has led him to learn 3D software, and he chose Blender out of them all.

In the short span of his career within the Blender community in Catalonia (Spain), Victor has promoted Blender events, master classes, and an online magazine under the name Blendercat (http://www.blendercat.org) for anyone who wants to learn 3D using free software. His great admiration for the animation and interactive side of Blender is combined with his passion for games, and more specifically, the ease with which one can create games using Blender. He holds a Masters degree in Computer Science, and teaches both young and unemployed adults.

I would like to thank Sisizik, without whose help I couldn't have transcribed this book.

About the Reviewers

Pang Lih-Hern is a Computer Game Engine Programmer with more than five years of industry experience. He started programming when he was 12, learning the quick, basic language. After graduating with a degree in Software Engineering and Games Design from Multimedia University Malaysia, he began his freelancing endeavors, which eventually led him to be a part of the core technical team for John Galt Games (Malaysia). He was a part of the decision-making group for designing and implementing the company's proprietary game engine. Lih-Hern is also actively involved on the open source front, often submitting fixtures and features for the popular, open source Ogre3D engine. One notable contribution of his was the Parallel Split Shadow Map feature that enhances the shadow rendering of a 3D scene. He is also a strong advocate of Blender and is currently holding the position of maintaining the Blender exporter to Ogre3D's mesh format.

After leaving John Galt Games (Malaysia), Lih-Hern co-founded Liquid Rock Games Sdn. Bhd.(outsource development) and Nakama Studios Sdn. Bhd.(in-house development) with his fellow artist partner Yap Chun Fei. The goal was to create innovative, AAA-quality games, without the need for a huge budget cost, by means of using open source technology and tools, such as Blender, Gimp, and Ogre3D. As of now, Nakama Studios (their in-house development studio) is in the process of developing its first, racing title named TrackVerse (formally known as Aftershock), an online, multiplayer, racing construction kit game. The game's artwork have been modeled and textured using Blender and Gimp, showcasing the capability of such tools in the commercial market.

Lih-Hern has also reviewed another book for Blender published by Packt Publishing called Blender 2.49 Scripting by Micheal Anders.

First of all, I would like to thank Packt Publishing for giving me the opportunity to review this book. I would also like to thank my family and the co-partner of my company, for allowing me the spare time and support to review this book. This book serves as a nice introduction to the world of game development, to enthusiasts with little or no knowledge in game development. I hope this book will help pave the initial, stepping stones for using the Blender Game Engine to create their own dream games.

Michelangelo Manrique, born on May 20th, 1980, has always been interested in Fine Arts. This interest made him not only start his university studies in the History of Art, but also to work as a painter and art curator. Michelangelo also has a love of technology, and he discovered the use of Blender in 2004. Blender caught his attention and he was fascinated by this 3D suite's possibilities and workflow.

He is currently a member of bf-docboard-es, helping with the official wiki translation of the Blender software to the Latin-Spanish community.

Presently, Michelangelo is working as a programmer. He publishes tutorials and writes articles, and at the same time offers different courses for Blender learning. He is available to do freelance or collaborative work with other studios, or for discussion events about the software. Michelangelo is a Blender Foundation Certified Trainer.

For further information, visit http://www.lighthouseanimation.es.

Michelangelo has also been working on different areas of software engineering, such as developing websites, managing databases, or programming for http://www.gpvwc.com. He is currently working as a full-time programmer at gamereactor.es, and is actively involved in the Blender community through publishing articles and offering courses for Blender learning, especially regarding rigging and modeling.

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Preface

In this book, you will find the necessary tools for the friendly Blender Game Engine. When I set out to write a book for beginners, I was preparing the text of a game called "Save the Whale." Of course, much of the introduction to this text could be applied to the first chapters of the book you have in your hand. So mostly, some of the exercises you will find are extracted from a game idea of mine, which eventually helped me explain many of the concepts of Blender Game Engine, such as how Blender's interface works, and what kind of connections must be learned to move our character within our own game.

BGE is a section of the Blender program that is a free, 3D software package. Blender is very powerful and very complex at the same time. The Beginner's Guide is a gentle introduction, not only for someone interested in learning about games made in Blender, but also for anyone who is curious to know all about what can be done with Blender.

Blender, as you know, is an open source program and has many followers. So much so that the program is complex, involving many fields of work, and you can use it in different disciplines. Parts of the program may be unknown to you if you do not apply them to your project. So a part of the BGE is for beginners, not for those who have not used Blender in their life, but for those who use Blender daily and have not played with the game engine program. This is a powerful tool whose potential you will see in the following pages of this book. Here is a list of the chapters with their brief overview.

What this book covers

Chapter 1, Things You Need to Know, starts off with a general overview of what the Blender interface looks like, how to focus in BGE mode, what the Logic Editor is and how it runs. The Logic Editor is simple to use, as determined by using the keys and the actions, which are associated with each object in the scene. A simple explanation of how they connect the bricks will open a world of possibilities.

Chapter 2, Your Characters, directly starts with BGE, but needs some models for it to work. If we start working with the BGE, then we must have a library of all of the objects we use in our game. On the Internet, we can find plenty of 3D objects that can be useful for our game. We suggest that you use some pages from the best library, and some good advice to create your game.

Chapter 3, The First Level, begins with the specific objects that we need, with a quick overview of the game level by creating an environment. We will show you how to create the beginning of a game, which marks the start and end of the level of play we created.

Chapter 4, Collisions, explains some of the most common responses of collisions. This is because collisions are the most important part of our character's interaction with its own universe. This confrontation between the character and everything around it can be very important in the game.

Chapter 5, Gameplay, explains the next level of the game. It explains how to keep score, the level of life bar, and many more essential constants in the game, regardless of the level of play you are in. In this chapter, we will discuss the most essential topics, such as life bar, counters, maps, or viewpoints.

Chapter 6, Liven Up Your World!, makes it extremely important for us to improve our game, by animating it and creating the difference.

Chapter 7, Game Menu Screens, covers the menu screens of a game, and shows how to create menus to start playing, create titles and buttons, and how to create the executable to start the game.

Chapter 8, Publishing Your Game, creates a first draft, which is playable at the first level of your game that was made in Blender. When you have finished the game or demo, it is time to publicize your game in order to get people to download it and mark their comments. In this section, we show some interesting ideas for the same.

What you need for this book

This book will not make your game the best, but will only show the fundamental principles of the game engine and how it works with the logic bricks.

For good and best use, I highly recommend the reader of this book to write down his idea of the game on a paper, decide on the character or characters that will be a part of it, the enemies of the characters, and especially how the game environment should look.

A good plan like this will get half the work done. The basic equipment that the user may need later is the Blender program which can be downloaded for free from its official website: http://www.blender.org.

Remember, idea, pen and paper, and then Blender. Do not even begin to reverse this, else you might have too many headaches.

Blender has very low hardware requirements; for more details visit http://en.wikipedia.org/wiki/Blender_(software) and http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender.

Who this book is for