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...
There we go. This feels a bit more like ground. That'll do for now.
Added a few ground texture variants to suggest different environments/biomes. It's a first pass, but it already adds some fun variation and sense of place
#screenshotsaturday #gamedev #indiedevBeen doing mostly non-visual work for the past couple of weeks, so I haven't had much to share. Here's a little voxel experiment I started this evening while exploring stuff for museum customisation. Won't look or behave *anything* like this if I go with it ^_^
Added a setting that allows dig numbers to be highlighted like I had in the prototype today. Also works with coloured numbers.
Getting closer to something usable
#screenshotsaturday #indiedev #gamedevWorking a bit more on the map screen background. Thinking of having a chance for a memento to be placed at the black marker points as you progress
Closer-to-on-time mid-month Bonesweeper status update for June is now up! Mostly cosmetic changes this month, but I've also been working on music and museum editing systems
https://www.patreon.com/posts/68006288Ah ha! I have achieved Number Godhood and mastered the rendering of Almost Longitude and Messy Latitude. I shall now ascend to a Pure Numeric Form. Or sleep. Whichever comes first.
#gamedev #indiedevMoved dig tile variation into a shader rather than modifying the actual geo before instantiating. It more than halves dig load times, so I've made "huge" dig sites bigger (1,221 tiles here!). I'll have to see whether it hurts perf on lower end GPUs before I commit
Here's a quick look at the current state of Bonesweeper. Very excited to announce that
@KestrelPi has joined the project to compose some lovely music!
#gamedev #indiedev https://www.youtube.com/watch?v=YD-_5zHiok0
Bonesweeper Progress Update I
YouTubeOK, so it's not a screenshot, but I've just integrated the music handler and hooked up the map track that
@KestrelPi has been working on, and bam, even at the main menu with its placeholder background, it's 200% more game
#gamedev #indiedev #screenshotsaturdayGave the placeholder Bonesweeper website a little tweak last night to remove the last of the prototype imagery (might need to refresh caches)
https://bonesweeper.jbushproductions.comNew bonesweeper test builds are up! Digs that clear multiple tiles now have a little delay so you can see that cascade outwards. Might replace it with a proper fill function later, but for now, it's nice enough.
Tinysaurs now get built on a table (this "toyrannosaurus" is an easter egg - not typical Bonesweeper fare)
#screenshotsaturday #gamedev #indiedev #fossilfridayFinally got around to adding scroll bars to the generated settings menus. I'll probably tidy/streamline before release, but during development, I like to have settings for as much stuff as possible so that it's easy to compare different behaviours/configurations