I've been a bit slack on posting progress to social media. Not much has been happening that's visually interesting (and balancing contract work has been tricky). Here's a little something I did today. The temp chunk selector UI for the Research phase is now paginated (loads way faster) and has a nice spinny effect when mousing over chunks
I spent some time earlier this week improving my click and drag box selection implementation. To avoid redundant calculation, when multiple input events are received per tick or when no relevant input events have been received, but I'd forgotten an important line :D
Today I spent time on drag selection. Turns out that Godot's camera's far clipping distance to project_position() technically represents a point outside the frustum and gives weird values - makes sense, but it took a while to realise what was going on :D
Figured I've been working hard enough on stuff that I deserve a day off, so instead of doing that, I implemented a new/faster skeleton preview for map markers
Added more dig meshes to help show more variety in what you're digging up. Skeleton chunks can define a specific dig mesh to use (species-specific skull, or be assigned one based on the chunk name (generic tail vertebrae), or fall back to use a random generic mesh (generic femur)
Did a bunch of misc fixes/little tweaks today. I think my favourite is showing the site name at the start of every dig (just says "Ready! Set! Dig!" in practice mode). The temp museum got similar treatment, which is less exciting, but nice to have.
Spent a bunch of time writing out a new abstraction between dig sites and locations. Look and feel is still pretty temporary, but it's nice to be able to show information like what species can possibly be found at a dig site and what has been found at a visited site.
I write, make, draw, play, game, and do handsome faces. I made Hive Time. Currently making Fossil Sweeper (a game about digging up fossils), Winter's Wake & Icicle (and a stack of side things).My avatar is a stylised self portrait with short messy hair, set within a hexagonal shaped slice of cheese with holes in.#nobridge should not be necessary -_-