

I made some more industrial decorative objects: mostly pipes and vents. Still learning more tricks when it comes to employing the uv-mapped color gradient technique.
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A bit more polish on the trailer video; I added an option into the game that speeds up the entire game playback by a lot (something that was suggested yesterday) - that shortens some parts quite a bit.
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Minor new addition: Progress indicator on the map for the node. Hopefully it will trigger the completionist players to keep playing when these are not all full 😏
I know I would try...
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Started working on a trailer. Looking like this so far. I want to polish it a little, though I am not intending to put too much effort into it - since the game is so niche, I kinda don't expect that a super-awesome-trailer would make much of a difference
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Scale 9 is used for most ui things here, but ui scaling is unrelated: the settings allow changing the size of the ui to improve readability on high dpi/large screens. See the attached screenshots from my phone: same resolution but different ui scale factor.


Old vs. new selection of tiles to place. I think it speaks for itself which one is better... Reason: I want to add a water tile and the idea that I have to insert another translation text for that is just ... extremely annoying.
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I am on vacation and I only brought my smallest computer. It runs blender. Just using the mouse track point... without a mouse wheel. But I think I can manage.
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I am trying to come up with something for the ongoing #raylib #gamejam.
All from scratch (also the graphics). And without any bit of AI usage from my side - I typically would use copilot for inline completion, but I cancelled my subscription and decided to try going without for a change.
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So.... 2 days for figuring out why the texture binding for the vertex shader would not work and then an hour of tweaking the cloud coloring and movement. Well. Typical.
But I already like the result quite a bit - it will still take considerable effort.
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Finally making progress on the fog. Took days to get the texture sampling working in the vertex shader. Because I forgot how the binding works 😭
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Oh my, so much new data, can I afford this new map feature? 🫢

On tech side, there are now these path dots, which will show how the different chapters are connected.

These new benches and updated the park wall section colors.

I added these new construction sides.

0.9.804 is the version I will push to Android and to itch io.
The new menu ego-camera is in as well as the new map that is still very WIP, but it starts working. I will try to add a few new map models every day.
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Screenshot of the current state running on Android - it didn'twork until this morning because of a file mod time check that the Android implementation does not support (and doesn't have to).
I think this is really coming together now and starts looking promising.
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Haha, yes, a little, and thanks!
But I think it will fit in quite neatly. I hope it won't sell a wrong fantasy.
Here is how it looks like in the bigger picture: