Building props for the dungeon
@godotengine.org
@rigdev.bsky.social
Posts by Lost in the Woods (working title)
Starting to connect the data to the UI. Items Menu is functional. @godotengine.org @rigdev.bsky.social #DRPG #indiedev #ui #ux #rpgdevelopment
Built a very clean custom DSL "syntactic sugar" of functions to declare our items for the game during development. This will make tweaks easier, and they get compiled to an immutable form. @rigdev.bsky.social @godotengine.org #indiedev #DRPG
It has been quite a while since we made an update. We have been working on R&D on our menu systems, with over six different screens that need to be worked out; Much of the progress right now is non-visual. @rigdev.bsky.social @godotengine.org #DRPG #indiedev
Spent most of the day working on the equipment menu screen layout. After several iterations, we arrived at the following layout. Hopefully, it serves the purpose of presenting all of the necessary information to the player. #DRPG #ui #ux @rigdev.bsky.social @godotengine.org
We are hard at work designing the UI and UX for the game menu screens. Here is one of the early layout mockups. Read about how it was made on our Patreon. www.patreon.com/posts/game-s...
@rigdev.bsky.social @godotengine.org
#ui #ux #design #indiedev #DRPG
We decided to bump the game to 4K and...we're going to need to rework the UI quite a bit. #indiedev #DRPG #4kUHD #gamedev @rigdev.bsky.social @godotengine.org
It has been a while since our last update, but we have been busy with R&D on the battle system, and many great things are coming together. We will have new screens to show soon. And in other news, migration of the project to Godot 4.5 yesterday was a success!
@godotengine.org
@rigdev.bsky.social
Have spent the past few days working on getting the exploration map display in working order. We now have a functional draft of the system in place! #DRPG #indiedev @godotengine.org @rigdev.bsky.social
The new environment pieces work quite well. Cannot wait to bring back the rest of the foliage and static meshes to populate the level! We will also be replacing that higher-poly floor mesh soon!
#DRPG #indiedev #3d #leveldesign #low-poly #environment
@godotengine.org
@rigdev.bsky.social
We are busy working on restructuring the environment poly mesh for the levels to make our environments look much better. The colors here just show the back faces of the polygons (that you don't see in game)
#DRPG #indiedev #3d #modeling #low-poly #environment
@blender.org
@rigdev.bsky.social
It has been a while since our last post, and there isn't much new visually. However, the code has gone through some major changes, and after several days of the project being in a broken state, it is now all back in working order, and all pieces are playable again. #indiedev
@rigdev.bsky.social
An early in-engine UI mockup for the "Hub" scene that is used to traverse the various locations of the game.
#indiedev #ui #design
@rigdev.bsky.social
@godotengine.org
We are working on building the foundation of our game Lost in the Woods (working title) @lostdev.bsky.social, and our lead engineer spent a good chunk of time designing a versatile story scripting system for the visual novel story segments of the game. #godot #indiedev #visualnovel #rigdev
A small glimpse of the work in progress on the Deep Wood level.
#godot #indiedev
@rigdev.bsky.social
@godotengine.org
Playing around with a new water shader that we may use within the Faerie Realm
#godot #shaders #rigdev
screenshot of the godot game engine showing stylized grass rendered using MultiMeshInstance3D
Using MultiMeshInstance3D and a custom-built animated fragment shader, we've made a lovely patch of stylized grass for our game Lost (development title) that uses only a single draw call to render more than 1000 blades of grass!
#indie #indiedev #godot #shaders #grass #rigdev #lost