@schooliedee.bsky.social

#devtober 31, Halloween 🎃🎃 Wanted to use Jack-O-Lantern for the 31st last year, but didn't know enough blender, and no textures yet etc. Doing a longer clip to remind myself of all the things to fix, but it's been a fun month regardless. Thanks for following along, gang!

#devtober day 30, starting flora's room Will need to model most of this myself, and I am still at a loss for what to do with these colors, even with a more muted carpet. Gave her a window since her room would be facing the water, but forgot that I never had her animated lol.

#devtober day 29, starting + struggling with dondoran castle interiors I've never noticed it in 20+ years of playing the game, but this castle's color scheme is so bizarre that it kinda wraps around to being cool. It's presenting quite a challenge for lighting and dressing tho.

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#devtober day 28, Beigis' green laser Realized that I hadn't done a new spell visual this month but also that they're mostly all done, so I started arranging Beigis' big green laser spell.

#devtober day 27, fiddling with ideas provided yesterday Since the monastery path descends clockwise, I wanted to try having the base also have a twist, but it was difficult to work out how the path would connect. Will think about this a bit more and revisit later, ty for the ideas gang o7

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#devtober day 26, stuck on monastery cliff It's too tall to use the cliff edges I've done for regular bounds, and unity's ice cream terrain will not look great even with the graph available. Welcome to ideas bc I can't find any concept art of this.

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#devtober day 25, the rare merrow post Been working on a Merrow update for awhile to shuffle boss spells into player spells. Simple spells can work fine, but the other half has been me writing tools and finding room on the quest rom to fit 5+ new functions, and very tricky with a baby in harness.

#devtober day 24, outdoor night lights Playing with outdoor torches to help light Melrode given everyone's so worried about Bart being gone, Ralph lights these since he's always calling people lazy. Also fighting an intrusive thought to add fishing so there's a pier now etc.

#devtober day 23, starting to think about small doorways Nothing interesting today, this dumb little door has been on my mind but my door stuff embarrassingly does not support something like this existing -- will try again tomorrow when baby is less fussy lol.

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#devtober day 22, more insets + garden planning Started treating the little shapes I use for inset cutouts as their own important thing and keeping their shapes as prefabs. I'd love to make the garden visible from the dorm hallway, but they don't actually seem to line up?

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#devtober day 21, thinking about door insets Many of the Quest doors have frames that are cut into the wall, which adds coziness to that person's home, but my actual workflow for this feels very roundabout. I feel like people probably have nicer tools for doing this.

#devtober day 20, NPC interactables Town folks can now be aware of things they may want to interact with, like a lamp when it starts to turn dark etc. Couldn't find a close-enough bookshelf so didn't do much with their library yet.

#devtober day 19, nightlights Not worth recording anything but gave fergus a basic nightlight, they will hopefully be able to turn these on and off themselves depending on time of day but baby is very fussy tonight so that will have to wait.

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#devtober day 18, starting monastery cells The props are so-so, but I need to add support for indoor light sources like candles that are only enabled at night. Lot of cohesion work to do for the interior prop shader and the dinky little monk models I did in blender.

#devtober day 17, mixing high/low tech for cliffs The tops of cliffs and mountains in the original just have little texture sheets with trees and stuff, and I'd wondered how to do that more elegantly before realizing that it was already an elegant solution and to just do that.

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#devtober day 15, more buildings textured Had an in-law volunteer to babysit for a rare dinner+movie with wife, so not much time today either but enough to finish the materials for Melrode's main buildings. Will start on the terrain and descent from monastery tomorrow.

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#devtober day 14, starting exterior materials Short day today, started grouping materials for the outsides of buildings. The original roofs in Melrode have an almost rainbow effect from top to bottom, so I want to incorporate that into the appearance somehow.

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#devtober day 13, interior decoration. I started assembling some close-enough models to do the Melrode home interiors, but a few things will probably need to be made manually.

#devtober day 12, replacing cozy with hand-rolled day/night lighting I'd used Cozy 3 for this in the past, but it's always felt like overkill. I spent some of the day replacing it with a simple set of gradients that I can snapshot during play mode + interior versions etc.

#devtober day 11, adding fences/walls to placement tool Kinda gloomy out today and my motivation is low along with it, so I just expanded the little cliff placer tool to include support for fences and small Brian-height walls.

#devtober day 10, interior lighting confusion Much of Quest takes place indoors, with the Grand Abbott's room very first thing people see. It's a monastery, so it feels like they'd have more windows for light, but without darkening then the higher areas on the walls feel bad.

#devtober day 9, projectile fixes Noticed the scaling issue a few minutes after posting yesterday (zzzz), also wrote an importer to take landmine's nice spell data sheet and write SO's for the spell graph to use that original data instead, so things feel much more familiar now.

#devtober day 8, wind cutter 2 problems To me, the Wind 1/2/3s are the most iconic spells in quest, so I want to make sure they feel ~identical to the original. Matched a bunch for the decomp after work, but I'm still missing something that makes mine converge much less.

#devtober day 7, fixing circle checks I'd borked up the encounter check awhile back and never noticed until recording yesterday, so resolved that and checked how foreign a store asset looked for Skelebat (very). Wind 2 motion was waiting on decomp, so that might be tomorrow.

#devtober day 6, working out a cave approach Trying out the spline mesher tool's cave example to see how much work is ahead of me for lighting something like Cull Hazard. Despite being extremely mint chip colored, the original has a very clean look here which will be difficult.

#devtober day 5, improving terrain tools Pretty slow day as I tried to clean up some of the editor stuff for composing stuff alongside the unity terrain. I was able to get a pretty crisp edge for the descent into the Limelin yard, so maybe explicit shapes are better here.

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#devtober 4, waterfall layering Still using Limelin to work out the environment tools since it has a bit of everything, the stylized water 3 library comes with a few nice particle presets for doing waterfall effects. Brian's leg is in hell atm and I couldn't figure out why etc.

#devtober day 3, terrain drops Quest has a lot of sheer faces for its world geometry, which do not play nicely with unity's "ice cream" terrain. Started integrating @_staggart_ 's nice spine mesher + edge fusion + my terrain alpha brush as a solution, but up close needs tuning.

#devtober day 2, foot ik sinking Added a small sink range for Brian's model to help align him with the terrain. I was always bugged whenever he moved around a slope and had a visible gap between his shoes and the ground, since his stubby legs couldn't snap at that distance etc.