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.

@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?