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)

YouTube
If you'd like to see how the prototype came together over a month or so, you can check out these threads
https://mastodon.social/@Cheeseness/105712742537625211
https://mastodon.social/@Cheeseness/105733349194371746
The 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) #fossilfriday
Experimenting 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 #indiedev
Playing around with avatar scale during the dig phase #screenshotsaturday #gamedev #indiedev
Dig 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 #indiedev
Hard 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 #gamedev
Me: 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 #indiedev
https://www.patreon.com/posts/63910193
Did 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 #indiedev
First 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
Behold, a game loop \o/
There's nothing new there, but it feels very nice to have it all hooked up together (looking forward to working on expanded functionality and content that that allows). I also tidied up the icon a little more ^_^
Big dig sites aren't always a good fit for one play session. Need a break, but don't want to give up? No probs. Got the last fossil you need for a skeleton and want to go do that? Sure thing. Want to interleave progress on multiple dig sites one dig at a time? Um sure, I guess.
The map, dig and assembly gameplay loops are now implemented (along with saving/loading) enough that if I had more than one test skeleton, Bonesweeper would pretty much have feature parity with the prototype. I'm expecting the pace of development to ramp up a bit from here on out
Got a first pass on dig phase UI for current skeleton progress/found fossils. Super rough, but having this feedback helps ground the dig phase within the surrounding gameplay loops #screenshotsaturday
UI is still temp, but it's more functional. It is now possible to see how many of each fossil chunk is in your inventory in both the dig and assembly phases (and I finally implemented using the next chunk in your inventory during assembly if you had more than one)
UI layout mock up for the profile selection screen
Got that functional enough for now. Multiple profiles is in and behaving.
Did a bit more work on profile management and character customisation today and made a second skin for the placeholder avatar model.
Added in some new dig location markers to help make it easier to differentiate between new and expiring sites, and when they're neither, there's another to let you know if you've previously visited #screenshotsaturday #indiedev #gamedev
Added a new widget type for iterating through lists of indeterminate length. Works with mouse and keyboard navigation (though won't give focus to left or right neighbours). Dropdowns are good in a lot of contexts, but this feels cleaner here and takes fewer clicks to change.
Also added some tweens when dig sites appear/disappear to help communicate what's going on when you return from a dig site or assembling a skeleton (time intervals are being forced here with a debug shortcut)
Put a second placeholder marker model in, implemented colour customisation, and added the ability to edit a loaded profile this evening.
Blind-friendly TTS gameplay for the assembly phase's action mode is in (using the same implementation as the prototype for now). You don't have to see/see well to build a dinosaur skeleton.
I'm not doing a proper museum implementation for the upcoming early test builds, but I did want to give somewhere to see assembled skeletons, so I copied the temp character controller from my mock up and generated an environment scaled to fit the player's inventory of skeletons.
Muttaburrasaurus' big schnoz (this is from a placeholder skeleton in the style of the prototype's skeleton to replace the chunky "testodon" in the short term - final skeleton designs will likely be a bit different ^_^ )
Discovered a couple of fun bugs, and I need to rework some of the assembly camera positioning behaviour, but he's this guy in the temp museum
I've spent the past couple of days working on a Blender addon for managing skeleton metadata. It's still a little bare bones (ho ho ho), but even in its current state, it's going to dramatically speed up skeleton production time.
Spent most of today making tweaks and fixing some edge cases in my Blender addon for managing skeleton metadata. Here's a much more complex skeleton set up ready for export.
Made a little aussie sauropod (Diamantinasaurus) today. Getting the camera in a good spot to the the whole thing in the temp museum is a challenge. Here it is next to the "testodon" #gamedev #indiedev #screenshotsaturday
A bit later than usual, but here's a progress recap of @Bonesweeper development in April so far. Assembly is integrated, avatar customisation, two new skeletons, "time" passing in the map phase, and first test builds for patrons. Enjoy! #gamedev #indiedev
https://www.patreon.com/posts/65528797
Fixed a bunch of bugs today and then took a break to make a silly skeleton. It's very good.
Put a little count-in at the beginning of assembly phase so that there's a tiny bit of breathing room before the falling starts #screenshotsaturday #gamedev #indiedev