Busy couple of days of odd jobs. Tutorials updated with new styles and clickable buttons in 3D space, cinematic camera for filming videos later, camera FOV changes as you zoom in/out, a few debug tools added, and a new analytics system in the works.
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New engine speed bar so you can see all things speed related. Highlights what's slowing the train down like how much you're carrying, if you're in a corner, and enemies sucking away your power. Should help inform your plans!
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Gave the text some emission in Blender and think it helps the cover art out a lot. Trainsweeper 0.4.3 is now up on itch! This has some bug fixes and a bunch of UI improvements, primarily for how missions are managed.
https://t.co/pPi7ESSd4B
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Some animations and tooltips for the new event popup buttons. Also working on updates for the skills, map, train, and town panels to make them prettier / easier to understand.
New demo build first thing tomorrow!
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Graphics pass is ongoing but had a go at improving the way you interact with events today. These buttons that pop up should be more intuitive than having to click on the event building.
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Have put a couple of bug fixes up for the Trainsweeper demo so we're up to version 0.4.2.
Have also started another art pass and playing around with outlines for some world objects to give them more definition.
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Using Blender to help create the cover art for the Trainsweeper 0.4.0 demo cover art that went live today!
You can check it out here https://t.co/pPi7ESSd4B
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Save system and sounds are working again! Also playing around with fog and seeing if I like things looking more saturated.
Need to reconnect a few pieces for the main menu and make a new splash art for the demo to go live in a couple of days.
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@kevgarly It's actually somewhat of a Minesweeper RPG, so there are missions to complete, upgrades to acquire, and bugs to scare off before the bridge comes down. That means you're going to be carving safe routes across the map before you're ready to move on.
River is back from the 2D map and added cliffs to define the demo edges. You'll work to lower a bridge crossing during the demo to move on to the rest of the world.
The mine counts also dim now when travelling so you can focus on the train!
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Whitematter is now available on Steam! If you like cognitive puzzles that challenge your spatial reasoning skills, rather than timing and agility, this indie first-person puzzler game may be right up your street.
https://t.co/WdtqTzySVW
We are at 10,000 bugs! The swarm is truly upon us. Dialed in the compute shader and added in Godot's WorkerThreadPool for parallel processing of all that data. Now it's time to figure out how to fight them, lock and load boys.
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Have been having fun learning how to animate thousands of meshes for the game prototype using Blender, vertex animation textures, and Godot MultiMesh. A common theme is emerging, offload it to the GPU!
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Swarm tech major upgrade! Navigation is now using the triangles from generated terrain, multiple flow graphs to prevent dead zones, and blending with the boid behaviour. Prototype code is managing to hold up at over 60 FPS with 3000 boidsπ₯³
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