PublicOpinion
@publicopinionrp
Puttering about in Blender
On the edge of getting my game into a state where I'm going to release it publicly, finally got around to taking out the placeholder Godot icons in the level select. #GodotEngine
Some more abstract textures, and put together a quick Debia pinup with them.
After Maya World's incredible match at Forbidden Door, I went back into my photos from TJPW Dallas '25 to see what shots I grabbed from her match with Yuki Arai. Pretty sure I'm obligated to be a fan of hers forever now.
First thing I'd check is if there's duplicate overlapping geometry by selecting everything and giving it a Merge By Distance. Second thing I'd check is if there's custom normal data. In the Mesh Data properties tab under "Geometry Data," if there's a button to Clear Custom Normals Data, press it:
Gave Krita a try to be able to more easily paint some seamless textures, did some quick little bits in Blender with my first attempts as a test.
Been getting a lot of use out of abstract textures doing the low-spec stuff with the Debia model, but wanted some more of them, so setting out to make some. First up is some I could make entirely in Blender, bunch of triangles in irregular and regular varieties.
Got my tutorial level made! Another box checked off. Pretty basic, but I hope it gets the essentials across. Might add some tips to later levels to explain some concepts, but I hope they're generally self-explanatory. #GodotEngine
One of the stops on the roadmap to public prototype release is a real tutorial, and in the service of that I added the ability to have little tutorial text popups. Using the KBM/controller detector off the asset library so I can vary the text as needed. #GodotEngine
Got the unlockable gallery framework put together! Stuff can be gated by level completion, any% par time, 100% par time, total treasure collection across all levels, and getting caught by specific enemies. A whole lot of spots to fill! #GodotEngine
Back to some game dev. Added support for VN-styled scenes (thank you Dialogic), with the ability to gate them and levels behind completing other levels. Next little task is going to be putting in unlockable art rewards and the UI for that. #GodotEngine
Another test for how I'm going to add textures to the levels. Made a shader that blends between 4 textures based on the RGB values of the vertex colors, then uses the vertex color alpha channel as an overlay for some variance. Cube Projection for the UVs to keep it quick. #GodotEngine
Banged out a quick ruined laboratory environment to put Debia in her proper space-adventure context.
Made a more proportional, kind of mid-poly Debia model. Experimented with some driver-controlled helper bones around the pelvis to help her do acrobatic poses. Also experimenting with a cartoonish eye rig setup, no actual eyeballs on this one.
Another quick workflow/style experiment for environments, using the Sprytile Forever add-on and Kenney's retro texture pack.
Putting in some new hand-drawn status icons as part of the polishing. #GodotEngine
Wow, I did not expect my ugly-ass code to be able to cope with this situation at all, but it held up better than I expected! #GodotEngine
Starting to feel out some UI aesthetics, replacing some of the Godot default theming. #GodotEngine
I keep saying I need to freeze the mechanics and start working on polish... but what if just one more mechanic? Yet another way to force the player to do inconvenient things. #GodotEngine
drive.google.com/file/d/121c1... Not the most intricate, but sharing my Virtual Insanity room model in case anyone else wanted it.
Got a bit carried away and wound up making a slightly fancier version of the Virtual Insanity room. Not perfect, but not bad for an evening.