#glyphscape — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #glyphscape, aggregated by home.social.
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Today's the day!! #Glyphscape releases on #Steam today!!
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Today's the day!! #Glyphscape releases on #Steam today!!
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Today's the day!! #Glyphscape releases on #Steam today!!
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Today's the day!! #Glyphscape releases on #Steam today!!
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I realized I haven't posted an update in a while!
I had been making strong progress towards a planned release at the end of the year for #Glyphscape but started feeling quite burnt out from the pace required for that.
I decided to delay the planned release to 2025 so I can make sure the game releases in a state I'm happy with. In the meantime, I have been tinkering with a small #Godot project that should be finished (or at least playable) by the end of the year instead. More on that soon!
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Adding blood effects might have torpedoed by chances of a family-friendly rating, but I think it was worth it.
#ScreenshotSaturday #IndieDev #Glyphscape #ASCII #RPG #soulslike
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In an effort to continually be releasing public builds of Glyphscape, I have submitted a new version (0.12) of #Glyphscape to a #DOS #gamejam on #itchio
There are some really big and exciting changes in here, but this build is also a bit unstable. I think it's still worth a download, bugs and all.
https://geouug.itch.io/glyphscape/devlog/784206/v012-a-whole-new-world
#IndieDev #gamedev #development #free #rpg #soulslike #solodev
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Procrastinating critical features by expanding the #Glyphscape font to allow for #localization for #japan, starting with katakana.
I am a bit more than halfway through the hiragana characters, and boy howdy is that glyph set difficult to squish into 8x8. Some context clues may be necessary...
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I missed #ScreenshotSaturday again, but here's a quick preview of some of the weapon art that I have been working on. Next up is to add elemental effects for enchantments!
Which one is your favorite?
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It's been a very long time coming, but #Glyphscape finally has a #steam page! I doubt I will have a demo ready in time for the next #NextFest but I plan to have one by September sometime.
Boosts hugely appreciated! Wishlists even more so!
https://store.steampowered.com/app/3103690/Glyphscape/
#IndieDev #solodev #rpg #turnbased #retro #emulation #ascii #gamedev
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Of all the methods to accomplish player reflections, this is by far my favorite.
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Created a new half-wall tile that blocks movement but not line-of-sight. It works really well with my existing walls, and lets me make the local architecture a bit less treacherous.
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#ScreenshotSaturday seems like a good time to share this #devlog about visual improvements to #Glyphscape .
It's really starting to look like a proper game!
Over the last week I developed a 50+ year history for the world that I love. Now that I have all the systems in place to allow me to paint that world into the game, it should be no time before it plays like a proper game too.
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Here's a little sneak peak of the visual overhaul I've been giving #glyphscape over the past two weeks or so. Among other things, water no longer looks like blue spiderwebs!
I can't believe it's not #pixelart :)
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Applied similar rules and some extra lighting to chasm tiles and the difference is huge!
Previously, all chasms were simple black tiles, like those on the upper part of the image. Was not only visually uninteresting, but confusing to new players as well.
Now I just need to keep applying this perspective to the rest of the game...
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Updated the way walls are rendered to be greedy and print their sides on any floor tiles to the south, and it's a pretty noticeable difference in readability. Actually kinda looks like perspective!
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#Glyphscape got it's first update in almost a year! Woops! This version is a mighty big one. I participated in a "Improve Your Game Jam" to motivate me.
With this update, I've nearly completed the overhaul of the game to one that focuses on story and exploration. Added new characters, boss fights, music, and an entirely new storyline!
Also probably quite a few new bugs to be discovered :)
I would love any and all feedback!
https://geouug.itch.io/glyphscape/devlog/744866/v011-might-as-well-be-glyphscape-2
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Putting in some extra hours this week on #Glyphscape by way of a 'Improve your Game' Jam and it's been really effective.
The opening has been entirely reworked to put you straight into a vertical slice, and I've made a big ol pile of visual/audio improvements that have really juiced the game up.
It is amazing what dynamic music will add to a game.
I've got to polish up the boss health bar UI, and after that I'm going to be spending the remainder of the jam time ironing out bugs.
Really excited to share the new demo this weekend!
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A quick look at the redesigned interface for PC users. I have created a new entry into the #ASCIIDECK line of devices, in order to take full advantage of the extra screen real estate, without modifying the core game play.
The empty box on the right will be for quick-reference information such as HP/MP numbers, maps, quest objectives, equipped weapons and apparel, etc. For now, it is a black box.
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Woohoo! Got a checkpoint system working alongside the persistent saves in #Glyphscape which saves every time you sleep in a bed.
I plan to include difficulty options which determine if checkpoints occur for All Beds, Tavern Beds, or Not at All so players can choose how #roguelike or #roguelite they prefer.
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Here's a quick #WIP image of the updated main menu design for #Glyphscape, along with a fresh coat of paint on the #emulator skin.
The next version will introduce significant changes to the game which I am excited to share.
While you wait, feel free to check out the demo at https://geouug.itch.io/glyphscape
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I've finished rebuilding the various systems for loot, monsters, and most recently NPC placement such that I can build content directly in the Unity editor using scriptableobjects instead of the terrible SQLite/C# implementation where quests and content was/is hard-coded into the game in parts.
For the tutorial dungeon, I took an existing dungeon that is used for later quests, and carved out some new areas to give the player some previews of higher-level enemies. An updated version of the game with the new opening and some new quests should be available this month.
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Working on remaking the beginning of #Glyphscape to be a consistent (skippable) tutorial dungeon, and got sidetracked redesigning the Hero Select screen. It's the same information, but presented in a much more digestible format.
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Today I updated the #itchio page for #Glyphscape to be a bit more professional-looking. The store description still needs some work, but I like how the screenshots have turned out.
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The #Android version of #Glyphscape is nearly functional again, after a year of neglect while I worked on the PC-playable version. I want to improve the tutorials a bit before releasing the new version.
Given that the game already has fixed dungeons distributed in a random world, it feels natural to start the player in a fixed tutorial dungeon.
This should hopefully make the game more approachable while also solving some of the issues I have with the initial area being too dangerous/isolated/crowded.
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The other day, my friend @AliceVie told me about a game called #Glyphscape from @Geouug
So, I bought it and did a video on it!
🧡
Anyone else a fan of old-school style games like this?
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Whomever that was that purchased #glyphscape last night in response to my post, thank you. You are the first person to deem my game worth real american dollars, and for that I am grateful.
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Well, it only took about 6 months after putting the demo out, but I finally have a solid info page on my website for Glyphscape. Even if you don't download the game, it is a quick read that covers the big picture of the game. I would appreciate any and all feedback!
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Wishing anyone who sees this a #happynewyear
Rough Roadmap for 2024, in no particular order:
1. Release 1.0 build of #Glyphscape on Mobile app stores
2. Finish and release sandbox mode of #TerraForma
3. Finish editing and release my #rimworld stories (lil side project with chatGPT)Today, however, I do battle with my wave function collapse algorithm.
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Wishing anyone who sees this a #happynewyear
Rough Roadmap for 2024, in no particular order:
1. Release 1.0 build of #Glyphscape on Mobile app stores
2. Finish and release sandbox mode of #TerraForma
3. Finish editing and release my #rimworld stories (lil side project with chatGPT)Today, however, I do battle with my wave function collapse algorithm.
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I am beyond excited to announce that I have released the first public build of #Glyphscape (!!!)
This version is for PC, and can be downloaded from itch.io:
https://geouug.itch.io/glyphscapeThis is just a #demo, and contains a fraction of the quest and dungeon content that is planned/in-progress. There is one main quest line, and a single side quest. Fortunately, this constitutes quite a few hours of play time.
If you have bugs to report, or would like to discuss the game, check out the Official Glyphscape #discord server:
https://discord.gg/TPsnWvQR2t -
Been conducting playtesting like mad and making some really impactful changes that should have been addressed months ago. The area of focus right now is approachability, and things are really coming together.
I am on target to have the demo out in time for the deadline for the #dosgamesjam going on right now, most likely by Friday. The demo will be obviously incomplete, both in terms of content and polish, but I am still quite proud of the current state of the game.
I will have a discord set up shortly as well, for feedback and discussion.
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After many failed attempts, I have finally discovered a method to reliably generate realistic paths.
The algorithm is a simple A* search between designated spots on the edges of the map. The curviness of the roads comes from an elevation-difference term in the cost function that prefers tiles that are of similar elevations.
Every tile has a normalized elevation value in a perlin gradient that is used to place trees and water at certain threshold elevation values.
The cost function for the pathfinder includes one term to avoid walls, and a second term that adds the difference in elevation, multiplied by a factor. By increasing the factor on the second term, the roads will conform more and more to the local topography.
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Currently working on finally getting my inputs standardized for the current #unity input system. The original input code is quite bad, and doesn't support gamepads, so a rewrite was in order.
Once that's complete, I have some unfinished features to hide under the rug, and a handful of critical issues before the #demo is ready. The plan is to put that up on #itchio for Android and PC. Deadlines are meaningless but I still hope to be done this month some time.