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

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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.
Made some quick and dirty biome icons today (and gave @doctormo enough information to track down and fix a minor Inkscape bug)
Didn't get a lot of tangible work done today, but I did spend some time thinking about the level of detail density that I want to have in the map phase's final presentation. This level feels about right, where crinkly coastlines become mostly flat and I'm not inadvertently implying that the changes that happen when moving the time slider back into prehistory are hyper realistic.
Here's this month's progress update for my fossil-diggy-uppy game Fossil Sweeper. This time, more work on Dig environments, and starting to think about iconography. https://www.patreon.com/posts/110820835
And as always, here's the accompanying video, which shows some comparisons between the old Dig environment presentation and the updated stuff I've been working on
https://www.youtube.com/watch?v=SwSagPP4ZDU
#IndieDev #DevLog #GodotEngine #GameDev
More Heightmaps & Better Grass - Fossil Sweeper Progress Update XXVII

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Lost some "work" (concept/exploration stuff, so no tangible losses) thanks to Blender not saving textures, so I decided to work on something else for this week's dev stream - coordinate labels around the dig site that can follow the camera zooming in/panning, and account for perspective. These will be toggleable, and will make stuff like chat integration easier to wrangle.
First pass on chat integration for the dig phase is in. Streamers, etc. will be able to optionally allow chat participants to play the game with/for them
Decoupled chat commands actions from their actual gameplay effects so that players can choose whether or not to take the suggestion (will add an option to auto process chat commands on a timer later so that the game can still be played by chat users without a player)
Here's this month's progress update for my fossil-diggy-uppy game Fossil Sweeper. This time, chat integration https://www.patreon.com/posts/113604656
And as always. here's the accompanying video (in which I succeed at mispronouncing the plural of "axis" at every turn) https://www.youtube.com/watch?v=dWMFmP-zLeg
#IndieDev #DevLog #GodotEngine #GameDev
Chat integration - Fossil Sweeper Progress Update XXVIII

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Here's the October progress update for my fossil-diggy-uppy game Fossil Sweeper. Mostly stuff for chat integration this time https://www.patreon.com/posts/115468680
Wrangling Coordinate Labels - Fossil Sweeper Progress Update XXIX

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Here's the November progress update for my fossil-diggy-uppay game Fossil Sweeper. More chat integration work this time
https://www.patreon.com/posts/117226120
More Chat integration - Fossil Sweeper Progress Update XXX

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Added a height difference between the surrounding environment and the diggable area. I think this helps things be more immediately readable, and is maybe an opportunity to hint at how removing the soil and not-relelvant-to-the-dig rock (the "overburden") is a part of the process
Here's this month's progress update for my fossil-diggy-uppy-game Fossil Sweeper. This time, more chat integration, and bedding down a couple of cosmetic bugs that were apprently bothering me a lot more than I realised
https://www.patreon.com/posts/118985122
Map Phase Chat integration - Fossil Sweeper Progress Update XXXI

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I'm experimenting with a feature that automatically places flags on tiles that are absolutely confirmed to contain a fossil.I normally shy away from stuff that reduces opportunity for mistakes/oversights, but I've also been thinking about accessibility and repetitive strain injuries. In addition to optional "you've been playing long enough" reminders, reducing the number of clicks needed to play could make the game healthier/easier to engage with for some people
Here's the (very late)January progress update for my fossil-diggy-uppy-game Fossil Sweeper. This time, some dig site presentation work, some accessibility thoughts, and a little more chat integration
https://www.patreon.com/posts/121163647
Recessed dig sites & automatic flagging - Fossil Sweeper Progress Update XXXII

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Small QOL thing I've been working on is changing the behaviour of tile colliders. I now scale up on mouse over, which means that you need to move further to move off the current tile, and when digging, I hold the collider in its current position until you move off it so that the tile behind doesn't get automatically selected.

I never felt missclicks were a thing that happened frequently, but they did happen from time to time, and it's nice to have a way of addressing that little friction point

@Cheeseness Wait there's a time slider?

That's what GPlates https://www.gplates.org/ has! I used to work on it!

GPlates

GPlates is a plate tectonics program. Manipulate reconstructions of geological and paleogeographic features through geological time.

@neko Very cool! I have GPlates installed here. What sort of stuff did you do?

Fossil Sweeper's time slider was one of the first things I worked on when I started this larger version. It represented a significant unknown that I didn't have a workflow for, so it made sense to front-load (here's the first video of this version of the project that I recorded back in January 2022 :D )

@Cheeseness Things are just so much _simpler_ when there's just the Australian plate.

I didn't touch the rotation code too much, too many quaternions, but did some of the Qt GUI work and file IO.

I'm afraid I'm also Responsible for GPML, but I'd like to shift at least some of the blame to GML and Standards™

@neko Nice! :D

The nice thing about Fossil Sweeper at least is that I'm aiming for something that feels stylistic rather than realistic, and only showing visible landmases means I don't need to care about what any of my geometry is doing under the "ocean"

@Cheeseness Yeah not many people digging for fossils at mid-ocean ridges (yet?)
@neko Even if they do, I can just put a marker on the wet bit. I don't need to show what's down there on the map screen :D
@neko I'd also guess that if they form along divergent boundaries (I'm not enough of a err... tectonictician to know if that's the only way they occur), there wouldn't be any fossils in the material forming it?