Made some nicer shelves today #screenshotsaturday
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Cheeseness (cheeseness@mastodon.social)'s status on Tuesday, 19-Sep-2023 18:06:22 JST Cheeseness -
Cheeseness (cheeseness@mastodon.social)'s status on Tuesday, 19-Sep-2023 18:06:22 JST Cheeseness Behold, a game loop \o/
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Cheeseness (cheeseness@mastodon.social)'s status on Tuesday, 19-Sep-2023 18:06:22 JST Cheeseness There's nothing new there, but it feels very nice to have it all hooked up together (looking forward to working on expanded functionality and content that that allows). I also tidied up the icon a little more ^_^
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Cheeseness (cheeseness@mastodon.social)'s status on Tuesday, 19-Sep-2023 18:06:22 JST Cheeseness Big dig sites aren't always a good fit for one play session. Need a break, but don't want to give up? No probs. Got the last fossil you need for a skeleton and want to go do that? Sure thing. Want to interleave progress on multiple dig sites one dig at a time? Um sure, I guess.
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Cheeseness (cheeseness@mastodon.social)'s status on Tuesday, 19-Sep-2023 18:06:22 JST Cheeseness The map, dig and assembly gameplay loops are now implemented (along with saving/loading) enough that if I had more than one test skeleton, Bonesweeper would pretty much have feature parity with the prototype. I'm expecting the pace of development to ramp up a bit from here on out
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Cheeseness (cheeseness@mastodon.social)'s status on Tuesday, 19-Sep-2023 18:06:23 JST Cheeseness First pass on making gameplay automatically scale to fit the current skeleton (gotta handle both itty bitty theropods and huge sauropods). There'll be some extra camera behaviours to help make things more interesting/fun for really biggosaurs, but this is good for now
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Cheeseness (cheeseness@mastodon.social)'s status on Tuesday, 19-Sep-2023 18:06:23 JST Cheeseness One new thing that's going to be in the assembly phase is an optional less stressful "puzzle mode." Got a first pass on the controls in this evening, and I think it's going to be fun for people who struggled with the default Tetris-inspired "action mode" in the prototype.
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Cheeseness (cheeseness@mastodon.social)'s status on Tuesday, 19-Sep-2023 18:06:23 JST Cheeseness Spent some of today's stream wrestling with perf overheads. Moving a Spatial to match the mouse cursor's position was impacting frame time, *if* the Spatial had children. Updating the Spatial's transform in _physics_process() rather than _process() made a huge difference o.0
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Cheeseness (cheeseness@mastodon.social)'s status on Tuesday, 19-Sep-2023 18:06:23 JST Cheeseness None of the Spatial's children (direct or indirect) are physics objects. "Idle time" is pretty inscrutable in Godot's profiler and I'm at a loss to explain why the same action (modifying the Spatial's transform) seems to account for 14ms or so less when done in _physics_process()
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Cheeseness (cheeseness@mastodon.social)'s status on Tuesday, 19-Sep-2023 18:06:24 JST Cheeseness I said it was going somewhere \o/
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Cheeseness (cheeseness@mastodon.social)'s status on Tuesday, 19-Sep-2023 18:06:24 JST Cheeseness Had a few bugs creep into the map mockup with 3.4.3 (bad normals on meshes with shape keys, GI probe weirdness, and a rendering flicker). Sat down to start coming up with repro cases today and discovered that everything's addressed upstream in 3.4.4 RC2. Thanks #GodotEngine community!
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Cheeseness (cheeseness@mastodon.social)'s status on Tuesday, 19-Sep-2023 18:06:24 JST Cheeseness The image is still not finished, but it's nice to have something in for the application icon. Doing the most important bits first #screenshotsaturday #gamedev #indiedev
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Cheeseness (cheeseness@mastodon.social)'s status on Tuesday, 19-Sep-2023 18:06:25 JST Cheeseness Did a rough first pass on a triceratops skull icon today
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