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Devlogs, news, and everything happening at rileyb3d.
The next First Person Kit update brings a live preview of Godot into Blender, plus all the Godot light properties and tools to publish your game, so you can build a full first person game while staying in Blender.
Interactive look spots in Scrapconomy. Lay in a bed, sit in a chair, post up by a window. Small piece of functionality, but it makes the world feel a lot more lived in.
First pass at a security bot for Scrapconomy. He toggles between patrol and chase states, opens doors in his path, and finds stairs or ramps to move between levels.
NPCs in Scrapconomy now assess available space and pick intermediate stopping points on the way to their destination instead of beelining straight at it.
First steps for the NPCs in Scrapconomy. Pathfinding still needs work, but they're up and moving.
Radios in Scrapconomy now fade the background music in and out depending on how close you are to an active one.
Was this necessary to gameplay? No. Was it fun to make? Also no. But this little guy actually cleans the floor in Scrapconomy.
Soft body sim props are in Scrapconomy now, pulled straight from Blender as part of my automated Blender to Godot pipeline.
Parker Brandenburger, a prop and environment artist from the rileyb3d Network, is making a set of trash props for the free library. Funded out of my own pocket.
A new networking directory on the site: browse artists and projects by role, software, and country, and share your own work. Feedback welcome.
I found an approach to interior lighting I like in Godot. I don't love real time GI (too expensive in game) or light baking (too expensive in production) so I'm going with a technique using multiple lights to fake light bounce.
A spotlight on 3D artist Edward Lim, a talented prop and environment artist.
A spotlight on 3D artist Bhushan Jagtap, a master of clean SubD modeling and an invaluable collaborator on multiple projects.
230+ free 3d assets just landed on rileyb3d.com
I built a branching NPC dialogue system for my game - head tracking, choice memory, inventory integration, and all the bugs that came with it.
I’ve streamlined my game development by using Blender custom properties and Godot @tool scripts to automatically transform 3D assets into functional game objects, allowing me to handle level design entirely within Blender.