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Janie Bean

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A member registered Mar 13, 2017 · View creator page →

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The main layout of the level was a "world.blend" file which I kept in res://assets/, so it would automatically update every time I made any changes to it. I kept all of my textures in "res://assets/textures/" and used Node Wrangler to quickly create PBR materials out of them in Blender. When importing the blend file, Godot would automatically detect that the textures were already in the project, and wouldn't make additional copies of them. I'd extract the materials from the blend file when importing in Godot, so that I could modify them. Mostly so that I could switch them to Toon shading. Godot also doesn't automatically detect height maps from blender materials, so I had to re-connect those. For a handful of materials, I ended up converting them to shader materials so I could add some custom code. Notably the fence and the plants.

I created a separate "props.blend" file, where I defined my materials and created props, building pieces, and geometry node trees. I added the blend file to my User Asset Library in Blender as "Linked", and anything I wanted to bring into my world.blend file I would mark as an asset. From there, you just drag it from the User Asset Library into the world.blend project. For individual objects, you'd have to create a Library Override to modify them within your world. If you mark an entire collection as an asset, then you can just drag it into your world and move/rotate/scale it freely.

Unfortunately, I never figured out a streamlined way to handle collision shapes with this workflow. I would probably just create a separate collection within my world.blend to hold collision shapes, and export it as a separate glb file. Unfortunately, I don't know of a way to automatically turn each mesh in a glb into a physics object in Godot, so you'd either have to mark them all individually, or write a script that does it.

That's basically my entire workflow. It lets you work on individual props/building pieces within their own environment, and any time you make a change to one, that change would automatically update in the game. All you would need to do is save your blender project, then tab back to Godot, and it would automatically re-import.

Super cute! Took a couple of tries to get it down.

A fellow trash collecting game! I liked the little town. Sometimes navigation was a little tricky because of how dense the obstacles are. I didn't have any issue picking up the trash. I ran it at 1920x1080, with a US English keyboard, if that makes a difference.

Neat! Curious how you go about making something like this in Godot.

Interesting premise! It sure did get chaotic.

The art was quite polished! The gameplay was fun, but it was often a little difficult to tell what was going on. I also would've liked it if tracing the circle was a little more forgiving. Overall, great work!

It took me a little while to figure out how the looping mechanic worked, but once I did, it was really fun! The artstyle is very cute and polished.

I appreciate that! I hope we can continue making more games like this in the future.

Thank you for playing it! Glad you liked it.

Thank you! Glad you liked it.

Glad we could make dreams come true.

Very amusing. I love the art style! The story went in a bit of a different direction than I expected.

I'm glad you liked it! Thank you for taking the time to review our game.