The demo for Pictoglyph is available to download. In hindsight I shouldn't have opted in to participate in this Next Fest - I seriously underestimated the time it would take me to sort some game breaking bugs - perhaps the October Next Fest would have been a better choice. I will
The demo for Pictoglyph is available to download. In hindsight I shouldn't have opted in to participate in this Next Fest - I seriously underestimated the time it would take me to sort some game breaking bugs - perhaps the October Next Fest would have been a better choice.
I will take this is as a lesson for the future. I will leave the demo available for download after the Fest finishes.
The demo is a basic slice of the game - its main purpose to gather feedback on the puzzle ruleset. It will be full of bugs (if you wish to submit any bug reports, please do so in this thread - very much appreciate it) There are various animations missing/buggy etc.
The final version will include:
Music/Sounds
Interactive Tutorial
Save Functionality
Plethora of Interface Options
Also, just a quick shout out to Steam Staff, who approved the initial upload of my Demo Build in record time.
Hi there. This week I've been doing a lot of 'under the hood' stuff. As the menu system is a bit convoluted in Pictoglyph, I've been testing to make sure the player can't click the wrong thing at the wrong time and crash the game. I've also been working on the save system etc. I
Hi there.
This week I've been doing a lot of 'under the hood' stuff. As the menu system is a bit convoluted in Pictoglyph, I've been testing to make sure the player can't click the wrong thing at the wrong time and crash the game. I've also been working on the save system etc.
I will be doing a 2nd pass of the art assets soon - this means the Steam page will be updated - I'm hoping to to add some nice gifs to show off the game and hopefully explain the concept visually a bit better.
Thanks for reading - Steam Next Fest is soon!
Hi there. This week I've been working on how the player interacts/marks tiles to solve the puzzle. I'm finding that this has been a challenge in terms of art and animation. As Pictoglyph has a 'theme' of sorts - keywords like "ancient, stone, Mayan, temple" etc. and does not have
Hi there.
This week I've been working on how the player interacts/marks tiles to solve the puzzle. I'm finding that this has been a challenge in terms of art and animation. As Pictoglyph has a 'theme' of sorts - keywords like "ancient, stone, Mayan, temple" etc. and does not have a simple, minimalist abstract art style, it has been hard to help to show the player when they are marking shapes.
In Pictoglyph there are several ways to mark tiles:
- you can block out tiles which are not part of the solution like in a normal nonogram puzzle
- mark tiles in a generic way - these tiles you suspect to be correct, however you do not know which 'Pictoglyph Shape' they belong to
- mark tiles as their corresponding 'Pictoglyph Shape'
The gif below shows how a player would mark tiles belonging to the 'Snake' shape - which in this save is a Tetris like letter "L" which is on its side.
The player first clicks a clue tile to begin marking tiles they have worked out to be part of the Snake Shape. The clue tile could be any one of the tiles of that shape of course. While marking, the tiles appear to have a red border. Once the player is finished marking tiles for that shape (to cancel they can click the Clue Tile again or right click etc) The tiles flip back, lose the red border and become 'normal'.
As there could be many of the same "Snake" shapes in the puzzle, the red border around the tiles you're currently marking helps the player keep track of which shape they're actually interacting with. I'm finding that explaining this sounds more complicated than it is in practice. I cannot wait for feedback from the demo once that is out.
Also, please note, all the animations/symbols/tile sprites etc, will have a couple of art passes (one for the Demo, then a final one for release) so the final game will look slightly different.
Thanks for reading.
Hi there. Nothing to visually show this week as most of the work has been tackling 'under the hood' type stuff. I have now finished migrating all the code for procedural generation into the new version of the game - as the puzzles are now fully playable I've been able to do some
Hi there.
Nothing to visually show this week as most of the work has been tackling 'under the hood' type stuff. I have now finished migrating all the code for procedural generation into the new version of the game - as the puzzles are now fully playable I've been able to do some play testing. I'm now more excited then ever to be able to have the demo out soon to hopefully gather feedback on things like difficulty etc. I am not an amazing nonogram player - however Pictoglyph's default 10 x 10 generated puzzles take me about 10 or more minutes to solve - which put it in the medium to hard bracket in my opinion. Again, once the demo is out I will be able to gather feedback and maybe do some tweaking. I plan on having modifiers to the way clues are displayed to make the puzzles easier/harder.
Hi there. I have spent the last week working on the menu system - as explained last week I've chosen to not use Unity's inbuilt scene system. My next major task is to integrate my old code for procedural puzzle generation - something which I'm currently halfway through completing
Hi there.
I have spent the last week working on the menu system - as explained last week I've chosen to not use Unity's inbuilt scene system. My next major task is to integrate my old code for procedural puzzle generation - something which I'm currently halfway through completing. I'm on track to have a demo by the end of May, in time for the Steam Next Fest in June for which Pictoglyph had been accepted. As I finish all the 'boring' under the hood bits, I will be moving on to a second pass for all the sprites and animations - I aim to redo all of them as I'm really not happy with the way they look - once I'm at that stage I will be able to post more 'visual' updates. On the topic of the demo - I'm hoping to have the tutorial complete, however I'm unsure as to how much 'content' to provide. All of the puzzles in Pictoglyph will be procedurally generated - maybe I could include 10 puzzles in the demo? I'm still not sure.
I will end by showing just a quick transition between a puzzle and the main menu - this is all very rough, no text, or main menu options yet.
Not much to show off visually, however I have been working on a system to manage the game UI and different menu screens. Working in Unity, typically I would just use different scenes and UI elements - however with Pictoglyph I wanted to go for something different. One of my aims
Not much to show off visually, however I have been working on a system to manage the game UI and different menu screens. Working in Unity, typically I would just use different scenes and UI elements - however with Pictoglyph I wanted to go for something different.
One of my aims is to achieve a good game 'feel' - interacting with the tiles has to feel good to the player. To maximise this, what if the tiles themselves could serve as UI elements for all of the game menus? For example, every time a player opens up a menu/checks the settings screen/goes back to the main menu - I want all the tiles to flip over to reveal that specific menu (with text added). Whilst this can be achieved with UI elements, syncing all the tile flip animations would be a pain.
By using the actual puzzle tile objects, I'm able to use existing animations to make the effect seamless. I have just finished implementing the system - now I have the laborious task of adding all off the custom sprites and text for the different menus - once this is done I can share a preview of what it looks like.
Hiya Just a small update. After taking a long break from development, I am back to working on the game part time. (unfortunately being an IRL 9-5 wagie + family commitments mean I have limited time to work on Pictoglyph) However with the June Steam Next Fest coming up, I'm using
Hiya
Just a small update. After taking a long break from development, I am back to working on the game part time. (unfortunately being an IRL 9-5 wagie + family commitments mean I have limited time to work on Pictoglyph) However with the June Steam Next Fest coming up, I'm using all of my free time to finish the demo.
In Pictoglyph, all of the puzzles are proceduraly generated - and the basis of the nonogram puzzles, are specific shapes which are unique to each save - also proceduraly generated. It is the relationship between these shapes and the top and side clues which hopefully make for an interesting take on the classic nonogram formula, that still allows for puzzles which can be solved with logic, without guesswork and also allow for a typical 'rhythm' while 'blocking' out and solving the puzzle. With each new save, and a new set of unique shapes - this 'rhythm' is made fresh, hopefully providing a truly endless experience. I will try to explain this in more detail in further dev posts and finally show it off in the demo.
While all the code for procedural generation is complete, I have decided to go back to the drawing board in terms of user experience. I have reworked the way the player interacts with the tiles, to hopefully make it pleasing to simply interact/mark the tiles. There really isn't much to interacting with a 2D grid puzzle game, which is why I've spent so much time trying to polish this element. Below is a rough preview of the new version.