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We're getting into it! It's taking shape (sort of). There was the obvious "hole" issue. That's still not fixed. But it will be.

Seb:

This week I mostly looked at the UI stuff. 

Like an “interact” prompt whenever you can interact with something. This will, as usual, be designed to look better. For now it’s just the technical stuff.

I did a pass on all the menus (main menu, options menu, pause menu…)

And then re-did it all to make it prettier (and integrated it with the game world instead of being separate scenes. which both looks better and makes the code simpler, just hiding/showing the menus instead of loading them every time):

I also set up controller support. The entire thing should work on both keyboard and controller interchangeably, mostly because of the way I played No Man’s Sky : walking around on keyboard and mouse, and using the controller whenever I got into a ship. I’ll probably play our game the same way.

Oh and of course: the hole in the map took a bunch of time (and it’s not fixed yet)

Before the stream I hope to finish with the menus and settings, and figure out how to save and load those settings so that they don't get reset every time you launch the game.

Myu:

Week 2 of game 01. The Hole is still there. Watching me sleep (probably). I’m scared of it.I still refuse to look at it. But it’s still here. Waiting…Fear of it aside, I’m facing the prospect of having to remake it into another tool/software, and while it’s probably best to do so (Blender might even let me reuse de height map I can export from Godot so I wouldn’t start from scratch again), I’ll be honest I didn’t want to face another day of terraforming straight away.

So instead I focused on more important and joyful things:

ROCKS.

I made rocks.Small rocks.

Big rocks.

Might even play around and make a boat before the weekly stream.

It might seem ridiculous to be hyped about rocks, especially as I haven’t even integrated them to Godot yet, but finally starting 3D modeling has been nice, and I did take quite a bit of time deciding on the level of details needed, the style, the techniques I should use, what looked better, and I even went a bit overboard to make a quick toon-style shader in Blender to test the type of shading I’d like to have in the game, and whether it worked with a simple-ish rock shape without many details.It looks small in output, but a lot was decided with this little rock collection.

Also I was busy with other freelance stuff this week, so I got distracted from smol dreamers a lot. Hopefully next week is more free, because I want to start making TREES!

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