I have been doing code cleanup for some major parts of the game such as the loot dropping mechanic for enemies and treasure chests. Probably another week and I should have it to a state that I am very happy with. The hardest part about designing a game where the largest feature is its randomness is the fact that it is hard to tweak the systems without doing multiple play tests. But I'm finding ways of working that into the design instead of fighting the randomness and trying to make it do exactly what I want every time. If I tried to do that too much it would kill the entire point building a randomly generated game.
An old-school CSG inspired level editor add-on for Blender 3D. The add-on is still very much a work in progress but fairly solid for blocking spaces super quickly. Just because graphic fidelity has gotten insanely good and hyper detailed doesn't mean we shouldn't look back how older games were put together, at least that is my opinion. One thing I always come back to is how quickly the tools in the first 2 versions of Unreal Ed 2 and Doom level editors allowed anyone to block out a level, iterate on feedback or try an idea out. So I just took some time to put together a similar pipeline right in my 3d package of choice. I wanted to keep it simple and quick to try out level design ideas. You can use it for simple white boxing of your level, break it up into multiple static meshes and import them into your game engine of choice or you can use that as your starting point to start more detailed modeling ....
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