Blender to Xenko Workflow: Animations

Getting animations from Blender into Xenko At the moment, Xenko is unable to import multiple animations that are contained within a single fbx file. My old workflow was creating my animations and meshes as normal, then creating a duplicate blend file where I would consolidate all animations into a single action. I would export this as an fbx then import it into Xenko. In Xenko, I would apply the frame information into the animation component and be able to access my different animations that way.
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New Map Editor

Now using Godot’s scene editor I talked about making this move back in a different post. I think I’m now at a point where I want to start actually making the levels for the game. I still don’t have any assets, but I don’t think that should be too much of a hinderance. If I ever am able to create assets and want to add them, I should just be able to replace things.
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Color Fatigue

It felt weird looking at the things in my grey boxed prototype I was suffering from color fatigue. My guess was that my colors were too bright, or that the colors that I had next to each other were doing something that was causing this. I tried experimenting with changing the colors themselves. Changed the background to black (Which I thought would make it worse since there would be more contrast).
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An Attempt at Lines

Deciding to try line art While I do like the way painting works, I noticed that one of my most glaring weaknesses (yes it all sucks, but I think this sucks the most at the moment) is that I can’t place things in the right place. When I look at a photo of a face and try to draw it; the eyes will be off, the mouth will be off, things will be too small, or too big.
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Potential Aesthetic

What it is It’s me wondering if I could make something of this look. Pictured are lines made with blender’s grease pencil. The idea is to use them to make things in 3d that don’t look awful. I’ve liked the way that Tilt Brush paintings looked. A game made using that aesthetic might look interesting. I don’t have a VR set, but with Blender’s grease pencil - maybe this is the next best thing.
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Learning to Draw

Why I’m learning to draw. It’s new. It’s fun. I’m terrible at it. Mostly, I think it’s required in order to make a game that’s fun. When I was younger I used to think that graphics didn’t matter. A game is all about the gameplay. While this isn’t true now, I do think it was true at the time. That’s not to say I am all about graphics. Whenever I am looking for a new game or just looking through steam’s new releases to see what’s out there, it’s often times the art that is the primary indicator on whether a game will be good.
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Having People Play Your Game

Is actually kind of weird. I got a couple of people to play my prototype. There were some complaints and and praises. Ultimately, I’m not sure if I can use any of the feedback actually given unless it was something that I realized was already off about the game. The feedback seemed to be focusing on the control of the character. While, I think the input is somewhat valid, in the sense that I think there was something wrong there; I don’t think the suggested solutions would be the way to fix things.
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Level Design Things

So far levels have kind of designed themselves Since I’m not ready to talk about my current project (I’ll probably end up abandoning it) I’ll keep this post general to level design. So far what I’ve done is just put together some mechanics. I created some simple obstacles to test the mechanics in order to see if I like the way they feel. To see if the character feels good to move and use its abilities, that kind of thing.
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Plans for Garbage Editor and Other Things

First, the editor I added some features as I needed them. Not sure what exactly has changed, but it does what I need it to do. The one major problem is that I’m not really sure how to architect things in Godot without making them sort of spaghetti. I should have made a signal manager (singleton with all the signals there), and use signals for all communication between nodes? I don’t really know how much I like that, but it seems like it’s the best choice there.
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Ecs and Timers

Entity Component Systems are great but, how do you make timers in them? First, a plug: https://github.com/Leopotam/ecs Great C# ECS library there. No generator, fast, small (if I was smarter, it feels possible to read the code and understand it in an hour or so). Back to timers. What I did that I thought was good Back then I came across someone talking about using a many to one architecture for timers.
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