Muttaburrasaurus' big schnoz (this is from a placeholder skeleton in the style of the prototype's skeleton to replace the chunky "testodon" in the short term - final skeleton designs will likely be a bit different ^_^ )
Notices by Cheeseness (cheeseness@mastodon.social), page 3
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Cheeseness (cheeseness@mastodon.social)'s status on Thursday, 02-Jun-2022 09:42:32 UTC Cheeseness -
Cheeseness (cheeseness@mastodon.social)'s status on Thursday, 02-Jun-2022 09:42:31 UTC Cheeseness I've spent the past couple of days working on a Blender addon for managing skeleton metadata. It's still a little bare bones (ho ho ho), but even in its current state, it's going to dramatically speed up skeleton production time.
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Cheeseness (cheeseness@mastodon.social)'s status on Thursday, 02-Jun-2022 09:42:30 UTC Cheeseness Spent most of today making tweaks and fixing some edge cases in my Blender addon for managing skeleton metadata. Here's a much more complex skeleton set up ready for export.
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Cheeseness (cheeseness@mastodon.social)'s status on Thursday, 02-Jun-2022 09:42:29 UTC Cheeseness A bit later than usual, but here's a progress recap of @Bonesweeper development in April so far. Assembly is integrated, avatar customisation, two new skeletons, "time" passing in the map phase, and first test builds for patrons. Enjoy! #gamedev #indiedev
https://www.patreon.com/posts/65528797 -
Cheeseness (cheeseness@mastodon.social)'s status on Thursday, 02-Jun-2022 09:42:29 UTC Cheeseness Made a little aussie sauropod (Diamantinasaurus) today. Getting the camera in a good spot to the the whole thing in the temp museum is a challenge. Here it is next to the "testodon" #gamedev #indiedev #screenshotsaturday
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Cheeseness (cheeseness@mastodon.social)'s status on Thursday, 02-Jun-2022 09:42:28 UTC Cheeseness Fixed a bunch of bugs today and then took a break to make a silly skeleton. It's very good.
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Cheeseness (cheeseness@mastodon.social)'s status on Thursday, 02-Jun-2022 09:42:27 UTC Cheeseness 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.
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Cheeseness (cheeseness@mastodon.social)'s status on Thursday, 02-Jun-2022 09:42:26 UTC Cheeseness 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.
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Cheeseness (cheeseness@mastodon.social)'s status on Thursday, 02-Jun-2022 09:42:25 UTC Cheeseness 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
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Cheeseness (cheeseness@mastodon.social)'s status on Thursday, 02-Jun-2022 09:42:25 UTC Cheeseness 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)
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Cheeseness (cheeseness@mastodon.social)'s status on Thursday, 02-Jun-2022 09:42:24 UTC Cheeseness Another late mid-month Bonesweeper status update for May. Thanks to the #LinuxGameJam2022 and the #HiveTime patch that just shipped, I haven't made much Bonesweeper progress, but I did find time to do/plan a few little bits and pieces. Enjoy! #gamedev #indiedev
https://www.patreon.com/posts/66768861 -
Cheeseness (cheeseness@mastodon.social)'s status on Thursday, 02-Jun-2022 09:42:22 UTC Cheeseness Finally making some forward progress on dig site surrounds. Eventually this space will be populated with tables and tents and buckets and doodads, but for now, it's just nice to not have the dig site hanging in space
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Cheeseness (cheeseness@mastodon.social)'s status on Thursday, 02-Jun-2022 09:42:21 UTC Cheeseness Wrote another Blender addon to handle exporting fossils' dig meshes, and repositioned/re-exported them all. Still a bit of fine tuning needed to guarantee they're not hovering/entirely underground, but it's already looking nicer and more varied.
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Cheeseness (cheeseness@mastodon.social)'s status on Thursday, 02-Jun-2022 09:42:20 UTC Cheeseness Better
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Cheeseness (cheeseness@mastodon.social)'s status on Thursday, 02-Jun-2022 09:42:20 UTC Cheeseness Debugging some of my surrounds generation code. That doesn't look right...
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Cheeseness (cheeseness@mastodon.social)'s status on Thursday, 02-Jun-2022 09:42:19 UTC Cheeseness There we go. This feels a bit more like ground. That'll do for now.
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Cheeseness (cheeseness@mastodon.social)'s status on Monday, 02-May-2022 01:25:57 UTC Cheeseness @dosnostalgic Worms 4 Mayhem had cutscenes! Still slapstick and silly, but they have a bit more narrative/characterisation, so they're a lot less tight than the sort of stuff from the first Worms games.
I think they got proper voicing for the worms in the Ultimate re-release, but I kinda prefer the nonsense babbles and subtitles.
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Cheeseness (cheeseness@mastodon.social)'s status on Sunday, 10-Apr-2022 10:14:07 UTC Cheeseness @tagomago Thanks. It was fun to make
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Cheeseness (cheeseness@mastodon.social)'s status on Sunday, 10-Apr-2022 09:09:50 UTC Cheeseness Today's #blendsday prompts were tree, hill, leaf, cloud, and bird. I made a palm tree and a coastal/beach-ish scene with some terns.
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Cheeseness (cheeseness@mastodon.social)'s status on Sunday, 03-Apr-2022 09:37:10 UTC Cheeseness I'd never really modelled something like this before. I'm pretty happy with how it came out (plenty of room for improvement of course, but it's exactly what I set out to make)