Today I spent time on drag selection. Turns out that Godot's camera's far clipping distance to project_position() technically represents a point outside the frustum and gives weird values - makes sense, but it took a while to realise what was going on :D
I spent some time earlier this week improving my click and drag box selection implementation. To avoid redundant calculation, when multiple input events are received per tick or when no relevant input events have been received, but I'd forgotten an important line :D
Still need to do some stress testing with a ton of objects, but it's already a lot snappier than it was!
Here's the mid-month progress update for August. Avatar footsteps, new music, and museum interactions \o/
https://www.patreon.com/posts/87884067
2023 August Fossil Sweeper Progress Update | Patreon

Official Post from Josh 'Cheeseness' Bush

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And as always, the accompanying video with my handsome face doing handsome talking https://www.youtube.com/watch?v=HJH2M7VlncI
Fossil Sweeper Progress Update XV

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As part of assessing how the current museum music implementation is likely to scale/map against a growing museum with a diversity of themed rooms, I put together a little example museum with a dozen or so rooms full of placeholder models and varied the lighting a little.

I think walking around the extended space does a better job of communicating where this is headed, but still feels empty without customiseable light placement and wall displays. This'll do for now though!

Here's the September mid-month progress update for Fossil Sweeper, a palaeontology game I've been making in #GodotEngine for a while now. Mostly museum work again this month! https://www.patreon.com/posts/89483806
2023 September Fossil Sweeper progress update | Patreon

Official Post from Josh 'Cheeseness' Bush

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Fossil Sweeper Progress Update XVI

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Here's the (late) October mid-month progress update for my fossil diggy-uppy game Fossil Sweeper. Mostly focused on museum music UI and implementation stuff this month!
https://www.patreon.com/posts/91445864
2023 October Fossil Sweeper progress update | Josh 'Cheeseness' Bush

Get more from Josh 'Cheeseness' Bush on Patreon

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Fossil Sweeper Progress Update XVII

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Put together a little marquee implementation for long names in the music track selector today
I also updated the temp lighting controls to work like the music HUD so that lighting can be changed while walking around the museum and looking at the specimens affected by that lighting.
Here's the November mid-month progress update for my fossil diggy-uppy game Fossil Sweeper. Composer Peter shares some thoughts on music process, and I've been doing more museum UI work https://www.patreon.com/posts/93156944
2023 November Fossil Sweeper update | Josh 'Cheeseness' Bush

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Fossil Sweeper Progress Update XVIII

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Got temp UI for viewing info on the individual bits that make up a skeleton - where they were found, when they're from, etc. etc.
I wanted to better highlight where fossil chunks are within an assembled skeleton, so the chunk icons are now clickable. It's neat!
#gamedev #godotengine #indiedev
Updated how selecting nearby items works for gamepad and keyboard controls to make it less fiddly - being able to select something you're near to without having to walk around to make it the *closest* nearby item is heaps nicer
Here's the December mid-month progress update for my fossil-diggy-uppy game Fossil Sweeper. Dig site size tuning, temp museum UI work, and some more TTS support https://www.patreon.com/posts/94804689
December Fossil Sweeper progress update | Josh 'Cheeseness' Bush

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Fossil Sweeper Progress Update XIX

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Updated the edit menu buttons to use the same focus cycling controls as proximity items in interact mode, which unlocks a bunch of museum functionaly that wasn't previously accessible with gamepad controls \o/

The January progress update video is running a little late (January's been busy in general, and this video is a bit bigger than usual). I've still been doing bits and pieces though.

Today I finished implementing size variation for skeletons across the assembly phase/museum. Not sure to what extent I'm going to try to express ontogeny, but regardless, it's cool to have every skeleton be unique now \o/

Still unsure on expressing ontogeny in this, but if I do, smaller will have younger features

Better late than never, here's the January mid-month progress update for my fossil-diggy-uppy game Fossil Sweeper. More temp museum controls for keyboard and gamepad, and some reflections on the second year of development https://www.patreon.com/posts/97815055
2024 January Fossil Sweeper update and year 2 reflections | Josh 'Cheeseness' Bush

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Fossil Sweeper Progress Update XX

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Poking around with approaches for non-square dig site shapes
Still needs some work, but already that's a lot more interesting than a boring rectangle.

Expanding the perimeter by one tile in cardinal directions helps get rid of the single-tile "protrusions" seen on the far left side of the previous screenshot (those tend to be awkward/more likely to require a guess, which is less-interesting gameplay).

Still need to think about what all this means for coordinates when playing with TTS (don't think I'll do anything special, but there's a big amount of "wasted" coordinate space in the top left and bottom left).

Because these are generated, I get a bunch of variation for free. I don't think that variation feels like "content," but it helps make digs feel less samey, which is a big deal for the sort of game this is.

I've still got a bunch of other stuff to wrap up before I can start focusing in earnest on content and variation density, but it's exciting to on the cusp of.

I mocked up some museum floor textures for the last video, and variation there from such a minimal change is more than I expected.

All that said, I think I'll probably add an option for square dig sites for any players who want that.

I spent some of today's stream poking around with hotloading meshes and attaching them to existing skeletons (for character customisation).

I already do this in places with skeleton fossil chunks, and I'd done some previous experiments, but it seems I'd overlooked that vertex group information seems to get broken/stomped on if meshes are exported separately - and not consistently (if they're *imported* as separate files, that's fine). A little frustrating, but I think I have something workable.

While working on a visualisation of the new non-square dig site generation stuff for the upcoming dev log video, this shape came up and made me think of a steg. It was nice to take a break and draw this little friend for fun
#PaleoArt #PixelArt
Been doing some work on nailing down a better camera angle for museum editing. This not-quite-isometric view feels like it's working better/is simpler than just moving the third person camera around independently of the avatar
Here's the slightly late February mid-month progress update for my fossil-diggy-uppy game Fossil Sweeper. This time, making dig sites and skeleton assembly feel less samey
Edit: Forgot the URL -_-
https://www.patreon.com/posts/99212430
2024 February Fossil Sweeper update | Josh 'Cheeseness' Bush

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As usual, here's the accompanying video, which goes into a little more detail on new non-square dig site generation stuff!
https://www.youtube.com/watch?v=mJwTAGkNX8A
#indiedev #devlog #GodotEngine
Fossil Sweeper Progress Update XXI

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Here's a quick look at how I'm doing non-square dig site generation. More detail in the previous post's video! #gamedev #indiedev #GodotEngine
Another slightly late mid-month progress update for my fossil-diggy-uppy game Fossil Sweeper. This time, looking at a new dig gameplay option, some assembly fixes, and more museum editing interface work
https://www.patreon.com/posts/100631563
2024 March Fossil Sweeper update | Josh 'Cheeseness' Bush

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Fossil Sweeper Progress Update XXII

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Finally getting back to working on wall placement. Everything feels a lot nicer/more manageable now that I'm working from a camera angle that isn't *inside* the room (UI is very temporary, and it'll automatically switch anything that can be placed on walls to a wall-specific mesh)
Got a placeholder wall mesh in place, and automatic rotation (which proved to be a hurdle since I can't tell Godot 3.x intersect_ray() calls to ignore backfaces - ended up brute forcing a workaround by raycasting down and looking for the floor -_- )
Some initial work on moveable museum lights
Added some quick and dirty flares to my lights and fixed some wall placement bugs
Another slightly late mid-month progress update for my fossil-diggy-uppy game Fossil Sweeper. This time, more dig music, and finally implementing wall and ceiling placement for museum items
https://www.patreon.com/posts/103006066
2024 April Fossil Sweeper update | Josh 'Cheeseness' Bush

Get more from Josh 'Cheeseness' Bush on Patreon

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Fossil Sweeper Progress Update XXIII

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Spent some time putting together a proof-of-concept heightmap solution for Dig environment backgrounds today
I got final masters for the last of Fossil Sweeper's music from @KestrelPi this morning. Exciting times! :D
Coming back to heightmap stuff from a week or two ago, I have something that feels good enough to stick in test builds. Here's a before and after (ignore the floaty grass ^_^ )
Here's this month's progress update for my fossil-diggy-uppy game Fossil Sweeper. This time, Dig environment backgrounds, some optimisation, and a little more museum editing interface work. Very late again, but it's still June at least -_-
https://www.patreon.com/posts/107172804
And as always, here's the accompanying video! https://www.youtube.com/watch?v=BVrBUJFiBGQ
#indiedev #devlog #GodotEngine
Fossil Sweeper Progress Update XXV

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Ah yes, that's exactly what I was going for
Better? Who knows
So, vertex tangents were the secret sauce I was missing \o/
Breaking things so that I can make them look better
Workin' out waypoints
Perfect
There we go. Turns out I was planing my waypoints were in the air (rather than where my debug markers are), so the avatar was never getting close enough to stop. New debug markers look like M&Ms. Delicious.
Oh hey, we're at the beach
#GameDev #IndieDev
Fixed a bug today where museum room ambient lighting/shadows weren't being saved properly. Now when you give your museum funky lighting, it stays funky.
Here's this month's progress update for my fossil-diggy-uppy game Fossil Sweeper. This time, more work on Dig environments, and an interview with the game's composer @KestrelPi https://www.patreon.com/posts/108843550
And as always, here's the accompanying video, which gives focus to the effort and thought that went into the game's soundtrack
https://www.youtube.com/watch?v=z3dvpcS_jOU
#IndieDev #DevLog #GodotEngine #GameDev
Composing Fossil Sweeper's Soundtrack - Progress Update XXVI

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If you enjoyed that and are hungry for more, there's a longer, uncut version of the conversation from the video available over in this post, along with a full text transcript. Lots of cool insights from @KestrelPi on Fossil Sweeper, our past collaborations, and music in general!
https://www.patreon.com/posts/108587230
Working on heightmap stuff a bit more. The green channel now controls the surface albedo, suggesting bare rock on the snowy mountains here
Been poking around with grass today. More clever use of the same textures and a few extra faces gets me from the example on the left to the example on the right. Not entirely committed to this at the moment, but it's a step forward, and it looks a lot better from top down too.