Logo 3.5Cats_AndHalfAFish


Round and round we go.

December 10, 2020 Shade, update, Codecks

Note : Godot 3.2.3, Blender 2.83, Gimp 2.10.18.

Project management.

Towards the end of November, I watched a video by Logic Leo titled : "How to plan and organize your indie game project." In it, he mentioned 'Codecks', a Trello alternative.
As I was having some connectivity issues with Trello at the time, I decided to give Codecks a try.

Codecks has quite a number of useful features, especially for teams with more than 1 person. These include : conversations, milestones, time tracking, and much more. Codecks has made it easy to import stuff from Trello, through the 'Organization Settings' panel. Another nice feature, is the option to customize your card decks to make them easier to identify.
The manual can be found on the site under the heading 'manual'. (Seems obvious, but it took me some time to find it ... 😳)

Codecks customized.
Project with customized card decks.

You can also export data from Codecks (csv).
For a time tracking report, go to 'Mission Control' > 'Time tracking report'.
To export sets of cards (from a deck, hand, or belonging to a milestone), eg. to export all cards belonging to a milestone, go to : 'milestones' tab > click the desired milestone (diamant above timeline) > move the mouse to the heading above the cards area (to the right of the red plus). A clickable tick mark is shown > click to select all cards > click the download btn to export as csv > select the information you want to download.

Codecks export.
Exporting cards for a milestone.

After about 3 weeks of use, I must say I prefer it to Trello ('planning made fun'). But maybe other people will not find it 'serious enough' ... 😸

Project update.

I have been busy (and still am) with the third iteration of the castle model.
That means : spending a lot of time in Blender, checking the size of castle areas (so they all fit together), cleaning up textures and meshes, adding rooms to castle wings, adding interactable doors (in Godot).
I've also been reorganizing the contents of my blend files so I can more easily export chunks with mostly only 1 material (or just a few materials). This makes changes less tedious in Godot (if you rename 1 node in Blender, Godot gets confused and makes you apply all materials in that scene again (and again (and again)). Or, I'm doing something wrong... 🤔).
I've also been trying to 'link' to materials and other blend files, to keep file size as small as possible. This is still a bit of an experiment, so I don't know yet if this will have been a good idea or not ...

Anyway. Here are some of the things that I have been working on (still all very wip) :

Blender : stairs.
Blender : stairs (stairs = aaargh !).
Blender : a tower.
Blender : more stairs (wip).

And finally, this is what I've been working on today :

Blender : organ (wip).
Blender : organ (wip).

It's still a work in progress, but I like where it's going.
I am however a bit worried as to how I'm going to use it in the game. The organ has so many keys and levers and pedals ...

So. That's all I have to 'show and tell'.
A lot of work has already been done, but it feels only like maybe 5% of the total work. I don't really want to think about it too much, because I might give up on this project if I did. And that would not be good. 😸