Continuing to work on dig gameplay, I did a first pass implementation of special abilities. Default dig actions are now defined as abilities (but without a cooldown), which unifies a bunch of code. Eventually these will have icons rather than text. #screenshotsaturday#indiedev#gamedev
Spent last night implementing applying settings during play. Not particularly interesting work or outcomes, but it's nice to be doing this in more robust/flexible ways than I was in the original prototype
I spent some of today working on an in-game way of communicating development progress. This will be nice to have moving forward (test data pictured - the game's a long way from being that finished :D )
Organised a little 3D practice session with some friends, where we had 20 minute blocks to make stuff with a couple of optional prompts. Went over and under time on some, but my focus was having fun and learning New Blender (this was my first time using something newer than 2.7x). Hoping to make this a regular thing.
This weeks prompts were table, prawn, horsey, rook, and chess. I made a table that was way shorter than I'd intended and a chess set made of mushrooms. Spent forever fiddling with shadow settings to try and get rid of the jankiness on the pawn stems, but no luck :(
This week's #blendsday prompts were spaceship (suggested by Attitude), star, moon, planet, tower, rover, and flag. Made a retro rocket and did some glow in the dark stars/planets as a background. Lost my first attempt by accidentally adding a skin modifier to a complex mesh >_<
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
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'm really excited for the new dig selection screen, which will have a slider for controlling geologic time to give some extra context for where fossils came from (and will probably have more than just Australia).
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")
I'm also looking forward to the museum, which I hope will be a space for players to reflect on the cool stuff they've discovered, and maybe bump into` some educational content (like #HiveTime's "Beepedia" but more interactive) #fossilfriday
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)