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
#GameDev #IndieDev #ScreenshotSaturday

Very very very late January Fossil Sweeper progress update is up, now (along with all historic monthly Fossil Sweeper posts) published on Itch as a devlog!
Over the period covered, I brought lights back to the example museum, and fixed some UI bugs. This post also includes a recap of 2025 work and some reflections on what's to come.

Exceedingly late February Fossil Sweeper progress update is up!
Over the period covered, I did a little more lighting work on the example museum, and moved all the historic devlogs to the game's new Itch page.
https://cheeseness.itch.io/fossil-sweeper/devlog/1453918/february-2026-progress

