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Godot Engine official documentation
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Improving `Overview of Godot's key concepts` #9856

Open bukowa opened 2 months ago

bukowa commented 2 months ago

Your Godot version: 4.3 Issue description: Just trying to learn GoDot, I land on this page. I am reading:

In Godot, a game is a tree of nodes that you group together into scenes

I think - great that is very good to understand I am going lower...

Scenes
In Godot, you break down your game in reusable scenes. 
A scene can be a character, a weapon, a menu in the user interface, 
a single house, an entire level, or anything you can think of. 
Godot's scenes are flexible; they fill the role of both prefabs 
and scenes in some other game engines.

Ok that is easy to understand I guess. Lower...

Nodes
A scene is composed of one or more nodes. 
Nodes are your game's smallest building blocks that you arrange into trees. 
Here's an example of a character's nodes.
  1. trees are presented to me before they are explained.
  2. Nodes are not explained *how they glue together
  3. Overall from that point everything starts to going complex and hard to understand at first look (I am not saying it's impossible to understand after more reading, but I would expect this kind of stuff to just flow naturally with my ability to understand).
  4. The structure is broken, that is already too much information and it's required for me to Noticing something.
    
    Notice how nodes and scenes look the same in the editor. 
    When you save a tree of nodes as a scene, 
    it then shows as a single node, with its internal structure hidden in the editor.

Godot provides an extensive library of base node types you can combine and extend to build more powerful ones. 2D, 3D, or user interface, you will do most things with these nodes.


**URL to the documentation page (if already existing):**
https://docs.godotengine.org/en/stable/getting_started/introduction/key_concepts_overview.html

Best Regards

bukowa commented 2 months ago

I tried somehow to extract the template that could be used to create a context of the first Scene description that looks very good to me:

Component Description Template

1. What You Do: [Guideline]: [Action] in [Context]. [Example]: Manage in [Game Engine]. 3. What [Component] Is: [Definition]: [Component] is [Description]. [Example]: Scene is [Examples] (e.g., character, weapon, menu, level). 5. Role and Use of [Component]: [Function]: [Component] serves as [Role]. [Example]: Scenes in [Engine] serve as [Examples of Role] (e.g., prefabs, levels).

Example Using the Template

1. What You Do: Break down your game in reusable scenes. 3. What a Scene Is: A Scene is a unit in Godot that can represent various game elements. This can include a character, weapon, menu, single building, entire level, or anything else. 5. Role and Use of a Scene: Scenes serve as both prefabs and level units. Scenes in Godot are flexible and can act as both prefabs and entire game levels.