Oh? That makes sense.
06.09.2025 15:43 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0@rigdev.bsky.social
Oh? That makes sense.
06.09.2025 15:43 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0@therichardmarks.bsky.social It appears that the Patreon Build Badge has a bug and is not updating.
06.09.2025 15:34 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0Have spent the past few days working on getting the exploration map display in working order. We now have a functional draft of the system in place! #DRPG #indiedev @godotengine.org @rigdev.bsky.social
05.09.2025 23:15 โ ๐ 4 ๐ 1 ๐ฌ 1 ๐ 0The new environment pieces work quite well. Cannot wait to bring back the rest of the foliage and static meshes to populate the level! We will also be replacing that higher-poly floor mesh soon!
#DRPG #indiedev #3d #leveldesign #low-poly #environment
@godotengine.org
@rigdev.bsky.social
We are busy working on restructuring the environment poly mesh for the levels to make our environments look much better. The colors here just show the back faces of the polygons (that you don't see in game)
#DRPG #indiedev #3d #modeling #low-poly #environment
@blender.org
@rigdev.bsky.social
It has been a while since our last post, and there isn't much new visually. However, the code has gone through some major changes, and after several days of the project being in a broken state, it is now all back in working order, and all pieces are playable again. #indiedev
@rigdev.bsky.social
Join our Patreon using the link below:
patreon.com/lostrigdev?u...
@rigdev.bsky.social
An early in-engine UI mockup for the "Hub" scene that is used to traverse the various locations of the game.
#indiedev #ui #design
@rigdev.bsky.social
@godotengine.org
We are working on building the foundation of our game Lost in the Woods (working title) @lostdev.bsky.social, and our lead engineer spent a good chunk of time designing a versatile story scripting system for the visual novel story segments of the game. #godot #indiedev #visualnovel #rigdev
19.08.2025 00:59 โ ๐ 5 ๐ 2 ๐ฌ 0 ๐ 0A small glimpse of the work in progress on the Deep Wood level.
#godot #indiedev
@rigdev.bsky.social
@godotengine.org
Playing around with a new water shader that we may use within the Faerie Realm
#godot #shaders #rigdev
screenshot of the godot game engine showing stylized grass rendered using MultiMeshInstance3D
Using MultiMeshInstance3D and a custom-built animated fragment shader, we've made a lovely patch of stylized grass for our game Lost (development title) that uses only a single draw call to render more than 1000 blades of grass!
#indie #indiedev #godot #shaders #grass #rigdev #lost