World 1-1 The Fundamentals : GDScript intro

Part 6: Exploring the Default Script Template

A beginner-friendly guide to understanding Godot’s scripting structure and how GDScript ties into your scene without the overwhelm.

Understanding Godot’s Scripting Structure

When diving into game development with Godot, it’s helpful to understand that learning GDScript isn’t quite the same as picking up a general-purpose language like Python. Godot, like Swift for iOS, is built around a specific ecosystem—and learning it means getting familiar with the engine, not just the language.

That can feel like a lot at first.

You’re not just writing code in a vacuum. You’re working inside a framework that expects things to happen in a certain way. For example, when you create a script in Godot and attach it to a Sprite2D node, you’re extending the behavior of that node extends Sprite2D. You’re not starting from scratch—you’re building on top of what Godot already provides.

This idea is called inheritance, and while we’ll get deeper into it later, here’s the core concept: your script gets access to all the built-in functionality of the node it extends.


Lifecycle Functions: _ready() and _process(delta)

Two of the most common functions you’ll see in a new GDScript are:

  • _ready() – Runs once when the node is added to the scene.
  • _process(delta) – Runs every frame. delta is the time passed since the last frame (super useful for things like movement or animations).

These functions are part of Godot’s node lifecycle. They’re kind of like hooks—points where you can insert your own behavior.

gdscript
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extends Node2D

# Called when the node is added to the scene
func _ready():
    pass 

# Called every frame. Delta is time since last frame
func _process(delta):
    pass 

At first, this might seem overly technical, especially if you’re new to programming. And that’s totally okay! You don’t have to master every concept right away. The goal isn’t to memorize everything—it’s to get familiar.

You’ll grow more comfortable as you build small projects, tinker with code, and experiment.


Keep Going, Even If It Feels Tough

Godot’s scripting system may seem intimidating at first because it bundles coding with engine-specific concepts. But trust me—this structure is what makes your future games possible. It just takes a bit of patience.

Start small. Focus on what each part of the script does. And remember: the more you build, the clearer it all becomes.


Here’s a clear and concise Tech Tip you can add to your blog post in markdown format:


💡 Tech Tip: Try GDScript Online — No Install Needed!

If you’re just getting started and don’t have Godot installed yet (or you’re on a mobile device), you can still experiment with GDScript right in your browser!

Here are two easy options:

  • GDScript Online A lightweight online editor for writing and testing small GDScript snippets. It runs Godot 3.5.2, which is a bit older, but perfect for learning syntax and basic logic.

  • Godot Engine Web Editor A full Godot editor that runs in your browser. You can create, edit, and test small projects without downloading anything. It’s not as fast or full-featured as running Godot locally, but it’s amazing for quick tests or learning on the go.

These tools are perfect for beginners who want to follow tutorials, test code, or just explore GDScript without setting up the engine locally.


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