Imp model
As I'm gearing up for more intricate combat stuff, i took half an hour to make this shoddy lil imp guy :3
My friends all wanted me to give it boobs.

Dragon & Fox
Collective
As I'm gearing up for more intricate combat stuff, i took half an hour to make this shoddy lil imp guy :3
My friends all wanted me to give it boobs.

So there's this cool plugin for Bevy that lets you use Blender as an editor, since Bevy doesn't have one. It's called Blenvy. I've spent the past couple days figuring it out and patching it and ultimately I don't think it's worth it for SBEPIS. It's missing a lot of features like being able to reference other objects or adding bundles of components without a bunch of other intermediary data. Now, if SBEPIS were the kind of game to have static levels made in blender then I would consider it more, but since all the geometry is gonna be procedurally generated anyway there's no point.


VR is HARD and I don't wanna do it right now so it'll wait until it's less hard later down the line
camerahead skibidi toilet

oh yeah, the engine hiatus is on hiatus, it's back to unity for now
Future Jady Edit: SIKE this is when I found out Bevy existed so this is when we switched to that
Update on what I've been doing: I went back to working on the game engine and I've been making a lot of progress. My current goal is to have every part of the editor editable in the editor, which, by the time that gets done, should mean it's fully possible to make games in it :D
TLDR I've gone from having a code-centered workspace with an editor on top of it, to having the code in the editor, which allows for way more flexibility and cuts down on all the tedious boilerplate I was having to write, which was part of the reason why I wanted to write my own programming language in the first place. So now I'm just faking it til I make it :3