Working on generating a rad travel line. Started with ImmediateGeometry's line strip to get the position, etc. right, which looked good albeit 1px wide. Decided I could turn that into triangles and get width pretty easily, and whoops, that's not it :D
Starting to work on implementing misc fossils (only placeholder amber for now)
First red! Exciting times \o/
First pass on misc fossil sorting in assembly mode is in. Still only amber for now, but laying the mechanics down is the priority right now ^_^
#screenshotsaturdayMisc fossils that have been sorted in the assembly phase now appear in the temp museum, and the temp ant-in-amber now has a bunch of different poses.
Got a new WIP dig music concept from
@KestrelPi last night exploring a more sparse take on some previous iterations. I feel like we're narrowing in on the core musical identity for the dig phase, and that's super exciting for me!
#screenshotsaturday #indiedev #gamedevFinally moving onto roughing out some of the museum customisation gameplay \o/
August mid-month status update for
#Bonesweeper is up! Misc fossils have been the flavour of the month!
https://patreon.com/posts/70595473And to go along with that, here's the third dev blog video looking at the last month's worth of progress
https://www.youtube.com/watch?v=PN9D9Nbc9R0
Bonesweeper Progress Update III
YouTubeSpent some time refactoring SFX loading so that new audio can be added to/removed from events without making new builds, which will hopefully ease iteration on SFX moving forward now that I've brought @luminareth@twitter.com on board to help out. Super excited to be working with her again!
Need to add some smarts in so that out of date/redundant destinations are ignored, and turns are a bit more smooth, but players avatars now walk around dig sites \o/
Players' avatars now wander around during the assembly phase too
Thinking of adding the player avatar into the map phase background, and I'm just starting to realise that maybe past me took the shortcut of using exaggerated scale to control the DOF effect and FOV feel. Might need to make the avatar larger.
Yeah, definitely needs to be bigger.
Thinking about museum lighting options
I wrote a little popup system that generates UI based on a few bits of data. For now, I'm only using it on first run to ask which Assembly phase mode should be used, but I'm expecting to use it for other notifications, questions, and maybe tutorials.
Placeholder text is how I keep myself sane during development (also got around to implementing an opt-in version check)
Well, that's doesn't look right
Assembly and Dig phases now have a first-pass end screen to them
Dig end screen now has some dynamic camera movement
Here's the mid-month
#Bonesweeper status update for September. Avatar walkies, a bunch of misc work, and bringing @Luminareth@Twitter.com onto the project!
https://www.patreon.com/posts/72011789And here's the accompanying status update video covering major items from the past month or so's worth of development
https://www.youtube.com/watch?v=oHfQCYo3cQc
Bonesweeper Progress Update IV
YouTubeFinally starting to implement different fossil finishes/fossilisation types (3 placeholders on here for now).
Made some new tile markers last Blendsday. Here's how they came out after a little tweaking
Been working on adding a little secondary travel line to act as a progress meter for loading dig sites (will be smoothed out eventually)
Spent half of today's dev stream wrestling with sine and cosine as I worked to add these dots to the end of my big travel lines. It's embarrassing, but still feels important to show/share that even with a teeny tiny maths brain like mine, it's still possible to muddle through
Here's the (very late) mid-month
#Bonesweeper progress update for October. Misc tweaks and fixes from me for the most part, but more excitingly, new music from
@KestrelPi and first audio from Jasmine
https://patreon.com/posts/73761319And here's the accompanying status update video covering major items from the last month or so. This video also includes
@KestrelPi talking about his work on the game's soundtrack, and touches on the recent chat I had with Dr David Hocking, curator of vertebrate zoology and palaeontology at the Tasmanian Museum and Art Gallery
https://www.youtube.com/watch?v=46l7fFTYPts
Bonesweeper Progress Update V
YouTubeJust implemented a new feature for Bonesweeper's "layered music player." It allows us to have a track that starts before the looping parts start, and can have overlap if desired. Godot's OGG stream class has a loop_offset, which would be a good fit for less complex use-cases.
Made a start on "full specimen" dig sites (less-common sites that have one and only one of each of a skeleton's fossils) during this morning's stream.
Added some unique materials for "full specimen" dig sites. Super temporary, but they already make these feel nice and special (eventually these will reflect rare forms of fossilisation like what happened to Eric here
https://australian.museum/learn/australia-over-time/extinct-animals/omoonasaurus-demoscyllus/ )
#gamedev #indiedev #screenshotsaturday
Umoonasaurus demoscyllus
Umoonasaurus demoscyllus
The Australian MuseumLocal travel lines are looking slightly less chunky now
Can now name specimens \o/
Very rough initial work on the museum map screen (will be used for placing new rooms and navigating between placed rooms when wandering around)
Here's the November mid-month status update post for
#Bonesweeper. Been mostly giving attention to behind-the-scenes museum stuff, but the map phase has gotten some love too, and there's a new WIP music track from
@KestrelPi in the game.
https://www.patreon.com/posts/74803288And here's the accompanying video, covering the past month or so's worth of development, touching on "full specimens" and how they frame some types of rarity in the game, fleshing out the museum, and making map travel lines look nicer
https://www.youtube.com/watch?v=yrCne_BSznU#IndieDev #GameDev #FossilFriday
Bonesweeper Progress Update VI
YouTubeStill very temporary, and new rooms will be unlocked via the research screen, but I've nearly got this functional enough to allow players to grow their museums to house any number of specimens (probably won't put an upper limit in).
Looking forward to being able to have an exhibit that's just headless sauropods.
Can now add, remove, and traverse between rooms. Map works for fast travel, but you can just use a door to go to the next room as a more "immersive" option.
Still rudimentary (and made less exciting by only having one room shape in the game), but it's usable.