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Friday Dev Update #1

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.