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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…
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" et…
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 b…
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 halfwa…
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 differ…
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 c…
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 b…