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)

MEA 300 dev blog week 3

This week i learned how to use blender to blend shapes into each other and create a certain model and download 3d models online and import them into GODOT.Also uploading games into a website called itch.io so that people can download them and play it.

  • Combined a 3d cube with an ico sphere to create a pool in blender.Then i imported this into my game level in GODOT.

Then I wanted to create a skatepark type of model.So i combined a 3d cube with a torus in blender to make this happen and imported it into GODOT.

I wanted to learn how to download models online and import them into my game.So i downloaded a 3d pigeon model from Sketchfab and imported into blender to change its size and then import it into GODOT.

I will provide a link below so you can download my games:

  • https://mehmetxav.itch.io/mea-300

DEV Blog 2

Video Game Summary: Cubicle Conundrum presents the user with an office scenario where they have just one objective: escape from the office without being noticed. This first level has three main obstacles:

1. Cameras whose FOV is defined by a collision shape.

2. Workmates trying to chat or talk about work.

3. The boss, whose office is just by the exit door.

Office Sketch

Level, limits and components

Level components:

Column

Round Table

Camera

Table

First dev Blog

New class, New 3D project. So far the basic ground work has been done and created a spawn room with stirs leading to the 2nd floor.

The second floor is sort of a hub world which gives player some instructions and background of the game. There’s another staircase that lead to an open world.

The current title of the game is ‘The Maze’ , but it might change depending on the progression of it.

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

Mehmet Vardal Week 2 Devblog 2/6/2024

I started with the CSG meshing. I created a CSG square and combined it with another CSG circle, creating a pool from what we learned in today’s lesson.

I then experimented more with it and created a pillar with a CSG polygon ramp on it. I also created a circular outline around the pillar. I thought it looked nice.

I then created a room with an open doorway leading into it. I used the CSG methods we learned today to create a rectangle doorway in front. I had to make each rectangle unique so that they won’t interfere with each other.

Since it was dark inside the room, I tested some lighting and found out about the ambient light. I attached it to the roof of the room and made it light up the whole room and changed the color of it.

I figured testing this out may be helpful if I create buildings that can be accessed in a future game design.

At last, I tried the duplicating method, where we created a scene out of the tree and then duplicated it to create a forest.

Here is what my whole design world looks like.