geouug
@geouug
✨ Glyphscape is on Steam ✨ Major Update 1.1 Out Now! Smaller projects live on itch.io:
Did one final pass on the rendering so that I can support a full 128x64 view. The old square view allowed for 64x64 so I wanted to preserve that level of zoom. Zones are only 128x128, so at this zoom the camera only pans up and down.
Preparations for a double-wide display layout for Glyphscape have proven fruitful. I'm so optimized on the display that there's barely a noticeable fps hit from doubling the rendered area. (Very rough because I'm just dragging UI elements around in Unity)
Last chance to pick up Glyphscape for 30% off! There's a demo of the first dungeon so you can try it for free too! store.steampowered.com/app/3103690/... #SummerSale #IndieGame #RPG #ASCII #Retro
My lunch break activity was creating a texture for turning ramps into stairs. The normals aren't quite perfect, but it's good enough to sell the effect if you ask me. #goblingame #solodev
A bird's-eye view of the entrance to the northern plateau. I feel like Jeff Bridges in Tron: Legacy!
Behold! Lunamin in 3D! I'm a bit surprised that the entire continent can be rendered like this while keeping a decent frame rate. In reality, the player will never need to see that far.
After some more visual fidelity it is becoming clear to me that the fantasy world that I created for #Glyphscape is in fact Just Florida. #SoloDev #Godot #GameDev
The fruits of today's labor: I was able to replace the placeholder data with the actual world data from #Glyphscape, so now it's just a matter of filling in missing geometry and textures! Then the final boss of the project - all of my forced perspective tricks have to be created for real...
Got UVs applied, and mesh generation for roofs *kind of* working. I think I finally got the tile proportions right for a first person game.
Returning to an old project this weekend - a system for rendering the world of #Glyphscape in 3D. Just for fun, but who knows maybe I'll make a first-person mode. #ScreenshotSaturday #SoloDev
Finally figured something out that's been nagging me for a long time-- applying post-processing effects to single layers of the ASCII sprites in #Glyphscape. The top layer is already designated for particle effects, so adding bloom to that layer only adds a nice pop. #Solodev #Indiedev
Another #screenshotsaturday post while I'm at it: overhauled the Region Info UI which was sorely lacking before. The region is shown in an expanded 3x3 grid of features (roads, rivers, points of interest). On the right is a season/time-of-day dial and below is a weather readout and region name.