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
I realise I've been a little slack about posting progress in this thread (outside of devlogs). Here's some bits and pieces from the past month or so!
Dig sites now have markers on the timeline in the Map phase, and I've added placeholder epoch indicators as well. I've updated the Assembly phase layout to be dynamic based on skeleton size in and tweaked lighting to hide how small the space is. I've also added tape on the floor to hint at skeleton size
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