Posted May 13, 2025 by RiotMill
#indiedev #gamedev #prototype #level-design #3d #multiplayer #pvp #early-access
Hey everyone—Solyn here from RiotMill 👋
Our “Pandemonium Plaza” top-down blueprint is locked in: a 200 × 200 m shell with winding corridors, 30+ shops, food courts, vents, and dedicated spawn rooms.
That floor plan is now a single Blender block-out mesh—walls extruded to 5 m height, 0.5 m thickness, with all doorways and corridor volumes carved out.
Block-Out Completion
Extruded walls, carved doorways, and laid out volumes for anchor stores, shops, kiosks, food court, and spawn rooms
Game-Mechanics Brainstorm
Refined power-up kiosks, chaos vs. arrest points, and the extraction-phase trigger
Learning & Research
Studying Blender topology best practices, GLB export settings, and modular level-design workflows
I can reliably dedicate ~16 hours/week to development. Outside those hours I’m refining game-mechanic ideas, researching 3D workflows, and sketching UI concepts. I appreciate your patience as I juggle learning Blender and building this prototype!
Refine the Block-Out: Carve individual shop footprints and set up zones for AI pathfinding
Module Split & Export: Break the mesh into wings, plaza, and corridors; export each as .glb for Godot
Early In-Engine Preview: Import block-out pieces, bake NavMesh, and spawn test NPCs
I’m giving myself two weeks to get this update done—if I finish sooner, you’ll see the in-engine render even earlier! 😊
— Solyn @ RiotMill