Idle Exotics DevLog (July 2025)


July was a bit of a busy month with other obligations so I'll keep it short, as there aren't many updates.

I would also like to mention that I did do a small side-project involving 3D modeling/printing, which I deemed an acceptable use of my time because it is a skill I'll need at some point. Besides, I needed to get my mind off those blank pages of concept art I was trying to work on at the time.

No patch this time around, since the code changes were so small. I think most people would expect bigger changes in a patch at this stage, so I'll hold off until I have something more substantial.

I fixed a few behind the scenes things, a few formatting things. Clicking the button for the variety bonus while the tooltip was open was re-opening the tooltip after closing it, which I fixed. The button was also keeping focus; it was a small thing, but it was causing some visual inconsistencies with other buttons, so I fixed that too. But, really, that's about it for code changes. I guess changed the size of the tooltip's text box as well, so there's a bit of space between the description and the edge of the box.

I know that the last patch introduced a problem in browsers, where the last character in the filter button's text doesn't show up properly. But, at this point, I don't see the sense in trying to change it. It's a placeholder anyways, and the real button will have a completely new look. So that bug is here to stay until I create the real asset, I'm afraid.

Speaking of assets, I've finished the concept arts for the next 4 species. The sprites aren't finished yet, though.

This month, I plan on working on more art assets. I'm not sure if I'll finish all 4 of the new species - I might not have the focus to work on those sprites non-stop, either. However, I will consider replacing some of the placeholders that are there right now if I need to take a break from the new species sprites. The upgrade icons need to be updated eventually, and the features added in 0.0.3 are clearly unfinished at this point, so I could always take care of those in the meantime.

If I have time, I might work on that temporary upgrade system. I've found the relevant stuff I need inside the engine, I just haven't gotten around to reading the documentation. Hopefully it won't be that big of a deal, and the bigger challenge will be implementing this change without introducing too many new bugs into the mix.

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