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Blender in the loop, and the front door |
Blender in the loop, and the front door Today the tools stopped being separate from the game. A control panel you can use without typing JSON, pointed at real art, with a launcher that starts the studio and, unlike yesterday, exits properly. Blender in the loop. A zone can be laid out in Blender and arrive in the game exactly as drawn: doors of any model and any size, opening whichever way they open, each entrance landing where its own line says. Sending a zone to Blender writes the file and opens the folder. Three spare keys grab, rotate and scale, because Blender's own bindings fire on the key coming up rather than going down. Bodies. A reference rig that arrives wearing a body, with parts that hang on the bones they were built for. An ogre nine feet tall, and a template to edit him with. Everything remade out of rings, and a rack of weapons to hand out. The look of the original. The front door drawn the way it used to be, the screen you leave behind when you go, names hanging over heads at a size somebody can actually read, and a hate list so a fight has a tank in it rather than a scramble. Then the first walk round the world as a player rather than as its author, which turned up exactly the sort of list you would expect. | |
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