BiB//D:_R PPoC 3D Devlog 5 – Week 3


Play/Read the prequels here:

BiB//D:_R Web-Project

BiB//D:_R PPoC 2D


Foliage painting is mostly done but there’s still some more work I want to do on the lost village area so I’ve left it bare for the time being until I’m satisfied with the geography and area mapping. For now though I’ve also begun setting placements and scaling for the in-world structures using a few premade models off of the Cinema 4D asset library and Sketchfab for various points of interests and lore spots, as well as started shifting back to extending the cave tunnel blockout now that I’ve dug out more topology in the cave system. Additionally, there’s also the new mannequin basemesh I modeled for our old not-friend (at least for anyone who played through BiB//D:_R PPoC 2D) the Bachelor Wendigo.

Screenshots

Bachelor Wendigo Mannequin Basemesh

Bachelor to Player Scale
(as if Stags posture wasn’t already a hint)

BiB//D:_R PPoC 3D Devlog 4 – Week 2


Play/Read the prequels here:

BiB//D:_R Web-Project

BiB//D:_R PPoC 2D


Development Video

Song: Infected Mushroom & Bliss – Ani Mevushal


I’ve learned a lot this week about godots 3D editor and the addons I found are working really nicely for saving resources with all this extra detail. I’ve been blocking out the main level structure itself on the side but really focused on the game world for a bit, just some last touch ups and main level and narrative blockout will come back into focus as i start adding the meat to the game.

I know i’m going way overboard but its the only creative class i’m taking for my last semester and it combines my 2 strongest topics, 3D and game design, so im just exploring the capabilities of what i could do using Godot and Cinema 4D.


-new addon mounted

-deepwoods region sculpted from the ground up

-cave system sculpted from the ground…down?

-foliage base painted on landscape

-weather, lighting and environment adjustments

-player speed increased


Screenshots

BiB//D:_R PPoC 3D Devlog 3


Play/Read the prequels here:

BiB//D:_R Web-Project

BiB//D:_R PPoC 2D


Development Video

Song: Otyken – Wild Girls Native Siberian Jazz Live

Big things coming along for the end of week 1 so far:

-gitignore modified

-addons & external assets mounted to github fork

-player script modified

-camera head bob enabled

-player now has a flashlight

-full graphical overhaul

-world environment and HDRI added

-sculpted world landscape

-weather added

-ambient sounds added

-cave mapping

-narrative blockout


Screenshots

BiB//D:_R PPoC 3D Devlog 2


Play/Read the prequels here:

BiB//D:_R Web-Project

BiB//D:_R PPoC 2D


Devlog

Increased camera FOV and did some more block out on the cave system so that I could get a head start on external assets. Modeled a mannequin placeholder for Stag -Nozomi Ringo’s wendigo ally- as well as a small campfire prop to test the environmental lighting with ambient occlusion, global illumination, and volumetric fog enabled. Already looking ahead on what I might plan to do in regards to modifying scripts and enabling more dynamic camera motion and overlays, but we’ll get to that later. After I block out more of the cave system itself I’ll also start sculpting the actual environment meshes, but right now I have sleep for like 3 hours and go to physics class. o7

Cave Environment Blockout

In-game

Mannequin Base Mesh for Stag

Campfire Base Mesh

BiB//D:_R PPoC 3D First Devlog

Level block out started, planning for a direct followup to BiB//D:_R PPoC 2D that you can check out here for context on Nozomi Ringo and the cast of Diaries:_Reminiscence. Game and itch page also include links to the first web-comic prequel for even further context.