This is day 10 somehow and for this devlog, I definiteily got a ton of progress. I stayed up until midnight trying to figure out how to get blender animations into Godot and I finally figured it out today morning.
The reason it took so long is because the materials were not exporting properly and there was also a lot of small suff I had to fix like getting rid of blender’s unnecessary default animations and also managing the size of the item. I had to make tee animation twice because it was corrupted by size and positioning in the first one. I also made this model like a year ago and not knowing where all the files were in my computer did not help 🤦
There is still a lot left to do like
and also just follow while you’re here thanks
Used Blender to make a nice walking animation!
And I did some coding which is why there is a lot more time logged.
What really took the longest was getting EpicFigRig to work because it does not work for the current Blender model and it took me a while to figure that out and go to an old version. 
In this larger session, I made a working character using capsules and capsule shaped hurtboxes which can move around, look around, and jump.
I used filler boxes and basically filler everything becasue I haven’t imported my models to blender yet.
OKAYAYAYAYAYA UPDATE TIME

I have graves implemented in the game now, after careful consideration about which direction i wanna take my game towards, i think graves would be a nice addition without disrespecting the procedural nature of the game. 
I want to make this game very lore heavy while being fully open world and giving the remote in players hands. I dont wnana confine them with thick story plot, or tedious tasks. Nor do i wanna make the game absolutely boring and pointless. 
The “Rot” i talk about is a cosmic disease the players universe is going through, unexplainable things are happening, weird inter dimensional gates are popping up at random places, everything is near extension. Im not sure about the role of player in all this tho, i will figure something out tho, i wont disappoint yall thats my promise.
Also i worked a bit more on a weird bug where items were being placed not where the raycast was supposed to hit. Also I will be removing the inventory system entirely and just rely on blueprint building aspect lmk if yall think thats a good idea
Also shout out to hackclub for getting me so much stuff i really love every single one of yall ❤️
Also progress on this game will go back to high now as i wont be home to work on my plen.
Day 7 part 2
!
This time I got another hour of work. I worked on projectiles in my game. I’m not gonna attach a video though because it’s going to mess up my storytelling score upon ship for having irrelevant devlogs (cuz people will not put the time and effort to actually grade stuff.
I have tons of experience with lego
animation and legos also don’t have many bones that I have to take care of, so I can easily animate them for my game.
The main restriction I have anyway is the models like creation and animation and using lego can make all of that easier
the image is some of my
work from last summer
I am so happy to have rerolled + 5. what a great day
I got a lot of practice and progress towards a prototype of a 3D game today, but still not the one that I want to be
the most relevant to this project.
I learend a lot about how to make cameras work in 3D by converting 2d coordinates into 3D. this also taught me how to use Input.get_vector() which returns a Vector2D and convert it into a Vector3D
I guess I also learned how to use markdown better 🤷
To be honest I still haven’t decided what kind of 3D game I want to make but I know I’m putting a lot of hours into it (because I want an xbox
)
I’m thinking most likely an FPS but there are tons of those and it wont be creative. I could also do a arena shooter or fighter using the Gobot open source 3d model, which I’ve already been implementing in my game right now.
I think I have lots of motivation so this project will definitely have passion.
Gdquest is the best
I got a lot of work done today! I know it only says 15 minutes, but it was because I was experimenting and figuring out how to use something 3d on a different file, and I forgot to turn on the time tracking for a large majority of it.
I’m really excited to move on now that I finished this step.
Also, regarding the thing I said would be hard yesterday, it was too difficult for me to do, so I set it aside for now. I will get back to it when I think I am ready.
I found out that stardance only lets you make new lines on google chrome but not safari? it’s really weird so I had to switch browsers for this
I wasn’t able to get a lot of progress in today because I had other work to do. I’m kind of curious/afraid what will happen tomorrow because my learning plan has something very difficult which I really want to get over with so I can move on to the more fun parts. WHY DOES STARDANCE NOT LET YOU DO SHIFT + ENTER ANYMORE TO MAKE A NEW LINE?? the image is here because I’m a big fan of the outlines in the art style so when the game is being created, you will definitely see them
This devlog marks the start of my 3d game.
I still have no idea what it is yet unfortunately but all I know is that this is going to be my first three dimensional game, and I think it is going to be a lot of fun to build.
I don’t even know the version I think it’s like 4.6 or something
Well I don’t have the actual game built yet but I’ve been spending these 3 hours just learning what I need to know to get started. I only have experience with 2D so far so all of these tutorials and documents that I’m reading and watching will help me get some practice and knowledge or whatever I need for a successful game.
(i’m writing super long devlogs so I can get a good storytelling score because I really want an xbox)