Working on generating a rad travel line. Started with ImmediateGeometry's line strip to get the position, etc. right, which looked good albeit 1px wide. Decided I could turn that into triangles and get width pretty easily, and whoops, that's not it :D
Made a piece of amber with an ant inclusion on stream today. Eventually these will show up as misc fossils in dig sites and during assembly. Need to write a shader so that I can have better control over how front faces are rendered vs back faces, but it's nice enough for now!
The map room's empty shelves and window sills now populates with skulls and cacti as you complete skeletons and finish digs. There aren't many models just yet (same for the book references), but it's probably the first bit of progression content that will stay into the full game.
Dig sites now indicate what epoch the formations are from, and limits the possible species found there to ones that occurred during that epoch. With eight epochs and four test skeletons, the game now feels very empty :D
And here's the accompanying status update video covering major items from the last month or so. This video also includes @KestrelPi talking about his work on the game's soundtrack, and touches on the recent chat I had with Dr David Hocking, curator of vertebrate zoology and palaeontology at the Tasmanian Museum and Art Gallery https://www.youtube.com/watch?v=46l7fFTYPts
For the past couple months, I've been working on developing Bonesweeper into a bigger game, with the support of a grant from Screen Tasmania! I want to share as much of the process as I can. Keep an eye to this thread in the weeks and months to come! :) #gamedev#indiedeveloper
Mid-month status update for December is here. Since most of the past few weeks has gone to other projects, I've also included some reflections on the game's progress over its first year or so of production https://www.patreon.com/posts/76220967
Added a few new room shapes - eventually I'll need to adjust them so that they follow respect some common length/width intervals to make piecing stuff together easier, but for now, it's fun to just have some variety
Can now add, remove, and traverse between rooms. Map works for fast travel, but you can just use a door to go to the next room as a more "immersive" option.
Still rudimentary (and made less exciting by only having one room shape in the game), but it's usable.
Still very temporary, and new rooms will be unlocked via the research screen, but I've nearly got this functional enough to allow players to grow their museums to house any number of specimens (probably won't put an upper limit in).
Looking forward to being able to have an exhibit that's just headless sauropods.
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
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!
The full game will expand beyond the prototype, adding an interactive map to select dig sites from, a museum for assembled skeletons, and a customiseable player avatar (plus more species, more dig environments, and an optional less stressful skeleton assembly "puzzle mode")
Bonesweeper draws inspiration from Minesweeper and Tetris, having you dig up fossils and then assemble them into skeletons. I released a rough prototype last year exploring those core concepts, which you can play today! https://www.youtube.com/watch?v=aiW4770dkOQ
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 -_-