For the past couple months, I've been working on developing Bonesweeper into a bigger game, with the support of a grant from Screen Tasmania! I want to share as much of the process as I can. Keep an eye to this thread in the weeks and months to come! :) #gamedev #indiedeveloper
If anybody needs/wants a RSS feed for devlogs, they can be found here https://cheeseness.itch.io/fossil-sweeper/devlog.rss
Bonesweeper draws inspiration from Minesweeper and Tetris, having you dig up fossils and then assemble them into skeletons. I released a rough prototype last year exploring those core concepts, which you can play today!
https://www.youtube.com/watch?v=aiW4770dkOQ
How to play Bonesweeper (a fossil-digging prototype)
YouTubeThe full game will expand beyond the prototype, adding an interactive map to select dig sites from, a museum for assembled skeletons, and a customiseable player avatar (plus more species, more dig environments, and an optional less stressful skeleton assembly "puzzle mode")
I'm really excited for the new dig selection screen, which will have a slider for controlling geologic time to give some extra context for where fossils came from (and will probably have more than just Australia).
I'm also looking forward to the museum, which I hope will be a space for players to reflect on the cool stuff they've discovered, and maybe bump into` some educational content (like
#HiveTime's "Beepedia" but more interactive)
#fossilfridayExperimenting with using shape keys to get seamless dirt tile variants. Not sure if I'll stick with it, but it's an interesting way of getting a bunch of variation from a single model
#screenshotsaturday #gamedev #indiedevPlaying around with avatar scale during the dig phase
#screenshotsaturday #gamedev #indiedevDig phase is getting closer to being functional in the new codebase
I've also added some camera controls, with the intention of having some dig sites that are bigger than a single screen when fully zoomed out.
I want to give players the choice of a number of different "flag" types as part of character customisation. I don't know how widely they're used, but I've seen these little plastic markers in photos and thought they were cute
#screenshotsaturday #gamedev #indiedevHard might be tuned just a touch too hard right now
Spent last night implementing applying settings during play. Not particularly interesting work or outcomes, but it's nice to be doing this in more robust/flexible ways than I was in the original prototype
Continuing to work on dig gameplay, I did a first pass implementation of special abilities. Default dig actions are now defined as abilities (but without a cooldown), which unifies a bunch of code. Eventually these will have icons rather than text.
#screenshotsaturday #indiedev #gamedevMe: Oh yes, I'll be doing much better looking skeletons in the full version of Bonesweeper.
Also me: Behold: Testodon!
This is going somewhere, I promise
I spent some of today working on an in-game way of communicating development progress. This will be nice to have moving forward (test data pictured - the game's a long way from being that finished :D )
The march mid-month Bonesweeper progress status update is up, which talks about how I'll be tracking progress and where things are at right now. Enjoy!
#gamedev #indiedevhttps://www.patreon.com/posts/63910193Did a rough first pass on a triceratops skull icon today
I said it was going somewhere \o/
Had a few bugs creep into the map mockup with 3.4.3 (bad normals on meshes with shape keys, GI probe weirdness, and a rendering flicker). Sat down to start coming up with repro cases today and discovered that everything's addressed upstream in 3.4.4 RC2. Thanks
#GodotEngine community!
The image is still not finished, but it's nice to have something in for the application icon. Doing the most important bits first
#screenshotsaturday #gamedev #indiedevFirst pass on making gameplay automatically scale to fit the current skeleton (gotta handle both itty bitty theropods and huge sauropods). There'll be some extra camera behaviours to help make things more interesting/fun for really biggosaurs, but this is good for now
One new thing that's going to be in the assembly phase is an optional less stressful "puzzle mode." Got a first pass on the controls in this evening, and I think it's going to be fun for people who struggled with the default Tetris-inspired "action mode" in the prototype.
Spent some of today's stream wrestling with perf overheads. Moving a Spatial to match the mouse cursor's position was impacting frame time, *if* the Spatial had children. Updating the Spatial's transform in _physics_process() rather than _process() made a huge difference o.0
None of the Spatial's children (direct or indirect) are physics objects. "Idle time" is pretty inscrutable in Godot's profiler and I'm at a loss to explain why the same action (modifying the Spatial's transform) seems to account for 14ms or so less when done in _physics_process()
Made some nicer shelves today
#screenshotsaturday