Week 2: Fiddling with Blender.
This week I made my first donut in Blender, then figured out how to make the character bodies morphable and replaced the capsules with animated human-shaped models.
New human-shaped mooks fighting

What shipped
- character pipeline: MakeHuman → Blender → Godot, with a runtime shape-key driver so faces can be procgen'd per run
- animations: Mixamo library retargeted onto both the player and the grunt via Godot 4's humanoid retargeting
- hit feedback: hitstop, hit flash, camera shake, screen flash on impact, trying to make the punches feel good
- under the hood: big refactor separating data and logic (Godot code was starting to get messy)
Misc
Blender is fun even though it's a bit tougher than I thought. Seems like I'll be spending a lot of time there.
The idea of mooks all having different bodies seems doable now with Blender's shape keys.
I haven't tried making my own animations yet, so maybe Blender won't be the biggest time sink.
Combat feels like shit because of the lack of feedback and a mismatch between animations and hitboxes.
Next week
- make the combat feel better. Combat mechanics and hitboxes need more tweaking
- think about the visual style. Need to see how models look under different shading
- deterministic random generation
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