diff --git a/getting_started/introduction/introduction_to_godot.rst b/getting_started/introduction/introduction_to_godot.rst
index 16fe4c1c31e..e39ca2f9eef 100644
--- a/getting_started/introduction/introduction_to_godot.rst
+++ b/getting_started/introduction/introduction_to_godot.rst
@@ -84,7 +84,7 @@ Software Development Kits (SDK) in the engine.
Of course, you can also directly add modules and features to the engine, as it's
completely free and open source.
-.. doc_learning_programming
+.. _doc_introduction_learning_programming:
What do I need to know to use Godot?
------------------------------------
diff --git a/getting_started/step_by_step/img/scripting_first_script_icon.svg b/getting_started/step_by_step/img/scripting_first_script_icon.svg
new file mode 100644
index 00000000000..9d8b7fa14f0
--- /dev/null
+++ b/getting_started/step_by_step/img/scripting_first_script_icon.svg
@@ -0,0 +1 @@
+
\ No newline at end of file
diff --git a/getting_started/step_by_step/scripting_first_script.rst b/getting_started/step_by_step/scripting_first_script.rst
index 9c2bcc9a880..02a9fa84f30 100644
--- a/getting_started/step_by_step/scripting_first_script.rst
+++ b/getting_started/step_by_step/scripting_first_script.rst
@@ -4,7 +4,7 @@
- Giving a *short* and sweet hands-on intro to GDScript. The page should
focus on working in the code editor.
- We assume the reader has programming foundations. If you don't, consider
- taking the course we recommend in the :ref:`introduction to Godot page `.
+ taking the course we recommend in the :ref:`introduction to Godot page `.
Techniques:
@@ -19,9 +19,12 @@ Creating your first script
==========================
In this lesson, you will code your first script to make the Godot icon turn in
-circles using GDScript. As we mentioned :ref:`in the introduction
-`, we assume you have programming foundations.
-The equivalent C# code has been included in another tab for convenience.
+circles. As we mentioned :ref:`in the introduction
+`, we assume you have programming
+foundations.
+
+This tutorial is written for GDScript, and the equivalent C# code is included in
+another tab of each codeblock for convenience.
.. image:: img/scripting_first_script_rotating_godot.gif
@@ -37,10 +40,10 @@ Please :ref:`create a new project ` to
start with a clean slate. Your project should contain one picture: the Godot
icon, which we often use for prototyping in the community.
-.. Godot icon
+.. image:: img/scripting_first_script_icon.svg
We need to create a Sprite2D node to display it in the game. In the Scene dock,
-click the Other Node button.
+click the **Other Node** button.
.. image:: img/scripting_first_script_click_other_node.webp
@@ -54,7 +57,7 @@ Your Scene tab should now only have a Sprite2D node.
.. image:: img/scripting_first_script_scene_tree.webp
A Sprite2D node needs a texture to display. In the Inspector on the right, you
-can see that the Texture property says "[empty]". To display the Godot icon,
+can see that the **Texture** property says ````. To display the Godot icon,
click and drag the file ``icon.svg`` from the FileSystem dock onto the Texture
slot.
@@ -73,15 +76,16 @@ Creating a new script
---------------------
To create and attach a new script to our node, right-click on Sprite2D in the
-scene dock and select "Attach Script".
+Scene dock and select **Attach Script**.
.. image:: img/scripting_first_script_attach_script.webp
-The Attach Node Script window appears. It allows you to select the script's
+The **Attach Node Script** window appears. It allows you to select the script's
language and file path, among other options.
-Change the Template field from "Node: Default" to "Object: Empty" to start with a clean file. Leave the
-other options set to their default values and click the Create button to create the script.
+Change the **Template** field from ``Node: Default`` to ``Object: Empty`` to
+start with a clean file. Leave the other options set to their default values and
+click the **Create** button to create the script.
.. image:: img/scripting_first_script_attach_node_script.webp
@@ -246,9 +250,10 @@ our sprite's rotation every frame. Here, ``rotation`` is a property inherited
from the class ``Node2D``, which ``Sprite2D`` extends. It controls the rotation
of our node and works with radians.
-.. tip:: In the code editor, you can Ctrl-click (Cmd-click on MacOS) on any built-in property or
- function like ``position``, ``rotation``, or ``_process`` to open the
- corresponding documentation in a new tab.
+.. tip:: In the code editor, you can :kbd:`Ctrl + Click` (:kbd:`Cmd + Click` on
+ macOS) on any built-in property or function like ``position``,
+ ``rotation``, or ``_process`` to open the corresponding documentation
+ in a new tab.
Run the scene to see the Godot icon turn in-place.