Birdwatching adventure game! Wishlist on Steam! https://xitter.cf/t.co/n207WkG33q Discord: https://xitter.cf/t.co/tMkU3EX7Eh

Joined October 2022
If you're interested in the game and following along here, you may have noticed updates are few and far between. That's because this website's bad now! I'm more active on Bluesky at bsky.app/profile/feathertrai…
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Starting on telephone poles, an important bird perch... #GodotEngine #birdingRPG #gamedev
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A bigger pack gives you more room for items, but at a cost #birdingRPG #GodotEngine #gamedev #pixelart
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Thought I'd share how I got a quick-and-dirty "speed line" effect in about 20 minutes, to add a bit more life to this minigame (GDScript in 🧵). #birdingRPG #GodotEngine #gamedev #indiedev
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2. Put all the ColorRect nodes in a group that you retrieve & set to an onready variable in the parent scene.
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3. Randomly do one of the following: - Move the ColorRect slightly along the x axis -Randomize position and size. I'm using powers of 2 for the ColorRect height since my game is low-res pixel art. Width of the ColorRect will be based on your background frame size.
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Recently hit an important milestone for the feel of the game— you can see neighboring levels and transition between them without exiting to the overworld! #GodotEngine #birdingRPG #indiedev
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Steady progress! Finished with basic habitat generation and almost done with a final revamp of the map UI. A lot of sweat into making the game more “open world”, with the player able to move directly between levels outside of this screen! #GodotEngine #gamedev #birdingRPG
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In addition to terrain, the overworld map is now procedurally generating some major and minor towns, highways, and classifying regions into national forests, wilderness areas etc. These will dictate the vibe in individual level areas! #birdingRPG #GodotEngine #gamedev
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Feather Trail is now listed on the Steam store, please take a minute to wishlist it! store.steampowered.com/app/2… Identify real-world bird species through timing-based minigames while exploring an open world of pixel habitats. #gamedev #GodotEngine #indiedev #birdingRPG
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River generation for the ecoregion has been a slog but I'm pretty happy with where I've gotten in the past week! Useful context for getting a level's habitat to make sense. 5x5 on this grid represents the in-game levels. Roads and towns next. #birdingRPG #GodotEngine #gamedev
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Riffing on simple terrain generation for the ecoregion— elevation (sampling from noise) & rivers/streams (downhill A* pathfinding). Needs more refinement, but this'll dictate the habitat types of individual levels on the grid #birdingRPG #GodotEngine #gamedev #screenshotsaturday
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Need to find a way to pick better river "destinations" since A* thinks in those terms. Right now they tend to ride the edges of elevation gradients to avoid "falling into a trap"
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(Every 5x5px square here is a level)
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