Rogi
banner
pierogigon.bsky.social
Rogi
@pierogigon.bsky.social
I'm a solo game developer (Godot) that makes YouTube content. I'm making a game about a spider's explorations in a surreal world.

https://www.youtube.com/@RogisTutorials
I had some experience modeling SDF-style (where you combine spheres and cubes and such to make models) in Dreams on the PlayStation so I had a good grasp on 3d form, but yeah no experience aside from that ^-^
August 24, 2025 at 2:12 PM
Very cool ideas here. The funny thing is, I'm probably going to end up remaking this anyway in grease pencil, lol
August 18, 2025 at 10:01 PM
Thanks! I started in Blender in earnest about 1 year ago in June when I took a CG Cookie course that introduced me to the basics of Blender. Back then the course was available on humble bundle, so I got a good deal. Most of what I know, aside from Grease Pencil, came from that course.
August 18, 2025 at 9:59 PM
Animating in blender is much, much better than Godot
March 22, 2025 at 1:15 AM
Everything is manually animated. To make it easier, I sometimes animated multiple seeds at once using local space instead of global.
March 22, 2025 at 1:14 AM
Will do 🙂
February 4, 2025 at 8:17 AM
yeah, it took a lot. The spider has no skeleton, although Godot does offer pretty good 2d skeletons. Since the legs are procedural and have the ability to cross sides past the head, a skeleton didn't work. It's all math set in code ^-^
January 23, 2025 at 3:41 PM
I think the whole game is probably going to be a bit dream-like, because I like to mix surreal elements into existing nature. Lots of cyclops creatures, creatures with many eyes, creatures inspired by fantasy and mythology. "Sleep" will echo the themes in the game story which I won't spoil 😉
January 22, 2025 at 10:03 AM
Thanks! The first level is going to have the most solitary vibe, the visual theme will be "sleep". The camera zooming out is just for testing purposes though ^-^
January 22, 2025 at 9:41 AM
And finally, I increased the LOD found in the Meshinstance3d so that it would render properly at far distances, since it is a background asset
January 12, 2025 at 10:49 AM
First, I use image textures to put my rendered drawings on planes.

Then I rig everything with 1 #armature because Godot auto-import only gives you 1 #animation player. And yes, I also had to find a way to transfer #bendybones using constraints in #blender
January 12, 2025 at 10:47 AM
more
January 6, 2025 at 3:16 AM
I then continuously rotate the direction vector by calculating the time since the collision happened and multiply that by 2pi, and divide by the node's "full_revolution_time"
December 30, 2024 at 2:14 AM
To get the direction of the velocity for the rotating one, upon collision I use the vector from the center of the spinning platform to the foot, rotated by 90 degrees, to get the initial direction.
December 30, 2024 at 2:13 AM