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 #PixelArtBeen 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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PatreonAs 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
YouTubeHere's a quick look at how I'm doing non-square dig site generation. More detail in the previous post's video!
#gamedev #indiedev #GodotEngineAnother 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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Support and engage with artists and creators as they live out their passions!
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Fossil Sweeper Progress Update XXII
YouTubeFinally 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
YouTubeSpent 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
Fossil Sweeper Progress Update XXV
YouTubeAh yes, that's exactly what I was going for
So, vertex tangents were the secret sauce I was missing \o/
Breaking things so that I can make them look better
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 #IndieDevFixed 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/108843550And 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
YouTubeIf 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/108587230Working 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/110820835And 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
YouTubeLost 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