Also had a try at adding fog, but it turns out that EEVEE only does volumetrics for the entire AABB/bounding box rather than within the mesh's... you know... volume
This week's #blendsday prompts were canoe, fern, car, gong, and knife. I spend most of the session fiddling with water refraction. In hindsight, I probably should've just made some other stuff and looked up a tutorial or something later -_-
Today's #Blendsday prompts were torch, sconce, stone, helmet, and stairs. I made a flashlighty type torch, and then a stone castle staircase with some burny type wall torches based on a design I'd made years ago for Into Darkgroove Forest
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 ^_^
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.
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
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()
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 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
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
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.
I want to give players the choice of a number of different "flag" types as part of character customisation. I don't know how widely they're used, but I've seen these little plastic markers in photos and thought they were cute #screenshotsaturday#gamedev#indiedev
I write, make, draw, play, game, and do handsome faces. I made Hive Time. Currently making Winter's Wake & Icicle (and a stack of side things)