Been working on this first-person movement system for walking around the inside of a ring-style space station, and it's starting to feel real solid.

Blocked in most of the dimensions of what would be the crew quarters section and, uh, I think I'm gonna have more space than I could ever need. Hmm.

Okay, this morning I had a heart-to-heart with myself and realized that whiteboxing this way is too slow and tedious to be practical.

Think I'm going to do simple floorplans first, then once satisfied, do the modeling block-in.

Moved to prototyping room layout in just plain, flat cartesian space, and I'm so much more productive. As I get more stuff in, it's been pushing me to make the space more and more small and cramped-feeling, which I'm getting really fond of!

And of course, right as I post those, I'm just like nah not narrow enough.

Trying to transition some of my straight block-in work to cylindrical space and lmao this is going to be a long process to get right.

Okay, the answer I'm coming to is:

1. Do a whitebox mock-up in a straight box, like a long train car.

2. Rework the whitebox in cylindrical space by remodeling everything by hand in a modeling package.

I'm liking the progress, but this took about 5 hours of me diddling about and experimenting. Also making curved furniture is weirddddd.


Making progress on this ring space station block-in! Laying out the spaces before I start prototyping things to interact with.

Still have a couple of sections to block-in before we got a complete ring.

Added some working cabinets! But uh, they're a little too high to reach, I think πŸ˜…β€‹

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