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
#screenshotsaturdayThere'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
#screenshotsaturdayUI 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 #gamedevAdded 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 #screenshotsaturdayA 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 #indiedevhttps://www.patreon.com/posts/65528797Fixed a bunch of bugs today and then took a break to make a silly skeleton. It's very good.
Spent a bunch of time writing out a new abstraction between dig sites and locations. Look and feel is still pretty temporary, but it's nice to be able to show information like what species can possibly be found at a dig site and what has been found at a visited site.
Did a bunch of misc fixes/little tweaks today. I think my favourite is showing the site name at the start of every dig (just says "Ready! Set! Dig!" in practice mode). The temp museum got similar treatment, which is less exciting, but nice to have.
Added more dig meshes to help show more variety in what you're digging up. Skeleton chunks can define a specific dig mesh to use (species-specific skull, or be assigned one based on the chunk name (generic tail vertebrae), or fall back to use a random generic mesh (generic femur)
Figured I've been working hard enough on stuff that I deserve a day off, so instead of doing that, I implemented a new/faster skeleton preview for map markers
Another late mid-month Bonesweeper status update for May. Thanks to the
#LinuxGameJam2022 and the
#HiveTime patch that just shipped, I haven't made much Bonesweeper progress, but I did find time to do/plan a few little bits and pieces. Enjoy!
#gamedev #indiedev https://www.patreon.com/posts/66768861Finally making some forward progress on dig site surrounds. Eventually this space will be populated with tables and tents and buckets and doodads, but for now, it's just nice to not have the dig site hanging in space
Wrote another Blender addon to handle exporting fossils' dig meshes, and repositioned/re-exported them all. Still a bit of fine tuning needed to guarantee they're not hovering/entirely underground, but it's already looking nicer and more varied.
Debugging some of my surrounds generation code. That doesn't look right...