Inspiration
The conception of Archaeology Simulator can be traced back to my solo project for Ludum Dare 29 in April 2014, where I developed a 2D game centered around excavating dinosaur bones. The ambition to elevate this concept from a flat 2D interface to a rich, tactile 3D experience catalyzed the development of this project.
What I Learned
Throughout my career, I've navigated the complexities of game development on various platforms. My expertise has grown through hands-on work with sculpting and volume tech in Dreams and Adobe Substance Modeller. This project has been an opportunity to harness this knowledge, advancing my skills in XR and volumetric technology to expand the horizons of what mobile hardware can achieve.
Building the Project
My background in AR wonderbook games and numerous VR prototypes has taught me the importance of detail-oriented gameplay and satisfying user feedback—qualities that are paramount in games like Powerwash Simulator and Puzzling Places. Rather than relying on heightmap or coarse voxel grids, my goal is to capture the essence of moment-to-moment digging. This is to be seamlessly integrated into the jigsaw puzzle section.
Optimizing this experience to run on standalone hardware at interactive framerates is a significant challenge. There is a vast amount of data to manage, but with modern GPUs and strategic art and technical trade-offs, it's within reach. Most of my efforts have been invested in establishing the technical groundwork for the project.
The personal hurdle of recent illness has set back my plans to submit a digging demo, a setback that has been particularly challenging for me as someone who thrives on technical achievements. However, I have overcome the major obstacles and, with my wife's support, have formulated a compelling design vision. The technical barriers have been addressed, assuring me that the key risks are mitigated.
Conclusion
Building the Archaeology Simulator is a labor of love. The preparation for this jam has solidified my belief in the project's viability and my ability to deliver it within a realistic timeframe. Each challenge overcome has propelled me closer to realizing the game that exists in my imagination.
Built With
- godot
- sdf
- voxel
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