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Godot for game development

Recently, I’ve been playing around with Godot, a popular game engine.

Due to Unity’s recent cough community issues cough, a lot of developpers have migrated to using Godot and the general quality of the app and the surrounding tools is improving a lot quickly.

Even though some professionnals will stay on Unreal and Unity for practical reasons for now (publishing on the console store is not native with godot, and the 3D pipeline does not go as far what Unreal offers) that’s a great, easy tool for game maker hobbyists that can go a long way.

Getting started

It was hard to find good resources, but there are plenty of great people sharing cool stuff. Interestingly, most of the following links are youtube videos. In the realm of videogame making, I’ve found that I often prefer that to writen article (he says in a blogpost)

If I were to start over, here is what I’d do:

It’s important not to simply watch the videos but to code the games at the same time. This takes only a few hours. Once you are done, you’ll have coded 2 prototypes and a playable game, and used different approach (code first, and component first). Those 2 approaches are complementary. At first I was more comfortable with doing everything with code, but it turns out that using all the nodes cleverly is really powerful. The Killzone trick in Brackeys’ game is in particular super nice and was an Ha-ha moment for me about component composition.

Full game thematic builds

I’ve picked the previous 2 because they are semi-short (+/-1h long). There are other detailled videos with different kind of games, but it can be longer:

There also are long playlist with extensive details about how to make complex games:

Godot’s built-in features

Then, it’s time to go deeper. There are many cool built-in features and it takes a bit of time to learning them.

Yeah, I’ve liked many DevWorm and Godotneers videos.


One of the cool thing about Godot is that it can easily be extended through external plugins.

Code organization

I’ve watched a lot of devlogs, and at first people are very messy (especially in game jams). In order to build bigger games where it’s easy to add or remove features, a good organization is necessary. Building independant components that communicate using signals is a great way to do so.


In terms of assets, well that’s not a programmer’s strong suit but today there are many available ressources today to DIY or to reuse quality things:

Game development tricks

How and also, there are thousands of fun tricks :