3D Block-Out Underway & Two-Week Sprint


Hey everyone—Solyn here from RiotMill 👋

📍 Where We Are

  • Our “Pandemonium Plaza” top-down blueprint is locked in: a 200 × 200 m shell with winding corridors, 30+ shops, food courts, vents, and dedicated spawn rooms.

  • That floor plan is now a single Blender block-out mesh—walls extruded to 5 m height, 0.5 m thickness, with all doorways and corridor volumes carved out.

🔨 This Week’s Wins

  1. Block-Out Completion

    • Extruded walls, carved doorways, and laid out volumes for anchor stores, shops, kiosks, food court, and spawn rooms

  2. Game-Mechanics Brainstorm

    • Refined power-up kiosks, chaos vs. arrest points, and the extraction-phase trigger

  3. Learning & Research

    • Studying Blender topology best practices, GLB export settings, and modular level-design workflows

🗓️ Time & Focus

I can reliably dedicate ~16 hours/week to development. Outside those hours I’m refining game-mechanic ideas, researching 3D workflows, and sketching UI concepts. I appreciate your patience as I juggle learning Blender and building this prototype!

🔮 What’s Next

  • Refine the Block-Out: Carve individual shop footprints and set up zones for AI pathfinding

  • Module Split & Export: Break the mesh into wings, plaza, and corridors; export each as .glb for Godot

  • Early In-Engine Preview: Import block-out pieces, bake NavMesh, and spawn test NPCs

I’m giving myself two weeks to get this update done—if I finish sooner, you’ll see the in-engine render even earlier! 😊

— Solyn @ RiotMill

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