Once we added terrain editing to Tiny Glade, we had an important game design question: how would sheep handle it? Well, these cuddly little floofs are not mountain goats, so we gave them tiny umbrellas 🐑🌂
Here are some wip gates and fences :3
Originally, I wanted to add only gates, but then I was like "wait, what happens if the gate is too wide? Oh! That sorta looks like a fence". Happy unplanned accidents 😄✨
In my tiny building game, I want your creations to exist in a world that feels alive. As a first step, I tackled ivy 🌿 As time passes, ivy grows on walls, bringing a bit of life with it✨
Brief tech overview in the🧵
#screenshotsaturday
#indiegamedev
#rustlang
🦀
#bevyengine
I'm reworking gothic windows to adapt to the roof :3 also tweaked their visuals a bit 🙌
PS: you can tell it's my test scene by this very sensible number of doors 😆
#screenshotsaturday
My
#procedural
wall toy now has arches & sorta-paths 🚀 That was trickier to setup than I had anticipated 😅 But hey, gotta get that sweet XP in the compute shader skill tree 🧙♀️
#rustlang
🦀
#opengl
#screenshotsaturday
We are getting closer to sharing our announcement trailer and a "Coming Soon" Steam page (!). So if you'd like a reminder when it goes live, you can follow our newsletter 💌
you know, juuuuuust in case 😅😬🐦
Tom and I have been in a total goblin mode for the past three weeks, but we now have terrain in
#TinyGlade
✨🌄 There're still some kinks to iron out, but omg overall it really turned out better than we hoped for 💚
🧵
Continuing on the theme of every element in Tiny Glade having some sort of "glue" with others. Tiled roofs and flat roofs used to have an unsightly seam - now they will have merlons. Does it make sense? Idk, but feels cool :D
#linearalgebrawednesday
(still wip)
A quick weekend test of adding colorful plaster to the walls 🖌 Still needs a lot of work to make it real if we decide to go there, but I was too giddy with how it turned out so I had to share 😄
(also a sneak peek of windows & improved arches! more in the upcoming newsletter💌)
Wall Chemistry 101: 👩🔬👨🔬
Short wall + path = fence.
Tall wall + path = arch.
But what happens if an arch is too wide? 🤔 Then we need some pillars! :3
🧵 below
PS: turn the sound up! we have some lovely sfx & music now 🤩🥰 by
@MartinKvale
&
@OdaTilset
💚
Our castle doodling game finally has a name!
✨🏰🌿
#TinyGlade
🌿🏰 ✨
If you are longing for some cozy meadows to build in, Wishlist the game on our freshly-baked 🚂-Steam-page-💨
(sound on 🔊)
Introducing Tiny Glade by
@PounceLight
!
Let yourself unwind in this cozy building game. No management, no combat, no wrong answers. Just kick back, doodle some castles, and turn forgotten meadows into lovable dioramas!
I refactored the arch generator, now back to running in 1-2ms 😊
Ended up splitting it into two compute passes - first I detect the wall segments overlapping with paths, and then dispatch indirect compute for each segment to lay out the bricks
#rustlang
🦀
#OpenGL
#procedural
My genetic drawing toy project is now opensource Disclaimer: the project is from when I was getting into programming, so dont have high expectations of the code hehe😅I also added an automatically generated sampling mask [see thread 1/4]🙃
Speaking of unplanned accidents, I realized there is a tick delay in the update between the terrain and gates, which results in this bouncy behavior. Totally keeping it 😆👌
When starting as indies, the scariest thought was that we'd pour thousands of hours of love & hard work into a game no one would know about.
Today, Tiny Glade is
#87
top wishlisted game on Steam, having gathered 257,387 wl 3 months since the reveal.
So, uh, HOW, right?😅
🧵👇
Spent the past weeks porting my
#procedural
wall to
#opengl
. My oh my, I gained +100 empathy points towards rendering engineers. Managing your own VBOs, VAOs, SSBOs, you-name-it-BO, is real work, no joke 😅 But now I can try messing with compute shaders 🎉 :excited:
#rustlang
🦀
You know you're rolling a custom engine when you have to write you own debug visualizations 👩💻 I don't know how I've lived without boxes! It's the little things in life 😄
*Emerging from under a pile of post-it notes*
Hey'all~ 👋 There's a lot I want to share with you, but we're being a bit stealthy for now for our... 🥁
✨announcement trailer✨
Coming soon-ish 🤐 But I cannot NOT show something, riiiiiiight? So, here is a small 🐑 tease!
I've been doing a lot of small cleanups and refactoring in the past weeks. Not many of them are visual, but this one I'm quite chuffed about. I've refactored how eraser replay is done. Now it's much more snappier <3
PS: look at that sexy wip UI! 😘
Playing around with adding a "bulldoze" mode when using the eraser. If you hover over a roof or a wall, it will erase the whole thing!
Not a fan of the red highlight though 🤔 Does anyone have any favorite visuals to indicate that if you click an object, it will be destroyed?
Experimenting with adding some color to my computational drawing toy/hobbything🎨+ rewrote it in
@rustlang
🦀Feel much saner iterating on the code now😀and, yet again, impressed with the crate ecosystem
Multi-example texture synthesis :D it allows to generate images from very small datasets with no training necessary. Here, I'm generating 30 new Russian "Nalichnik" windows from only 5 examples. The results aren't *perfect*, but still cool given the naivety of the algorithm :3
It's happening! ✨ Our "tiny building game" is about to get real 🤯 We'll be announcing it on December 8 at Wholesome Snack:
@TheGameAwards
Edition! 🤩
hyyyyyyppppeeeeeeeee! squuuuueeee... *unintelligible noises*
oh yeah, check out for more info :33
Get ready for Wholesome Snack:
@TheGameAwards
Edition! Like a fun-size Wholesome Direct, Wholesome Snack will feature world premieres, demos, exclusives, and new game announcements.
Mark your calendars!
🏆 Dec 8 2022 - 1pm PT/4pm ET/9pm GMT
🔔 Sign up
It's been a year since we went full-time on Tiny Glade, 2y since it was my hobby. To have our trailer featured at
@futuregamesshow
is mind-blowing. It hasn't fully sunk in yet 😄
We've poured a lot of love into game. I hope it shows in the trailer.
Thanks for having us, FGS! 💖
We have opensourced our texture synthesis! Its an example-based non-parametric image generation by
@h3r2tic
and myself written in
@rustlang
🦀! Huge thanks to
@Ca1ne
for making awesome API around it!❤️Can't wait to see all the crazy use cases :D
Continuing archaeology of my old hard drive 🧐 here's another project from 2017 where I was playing around with genetic algorithms. The algorithm has ~100 "tries" to arrange 20 brushstrokes after which it repeats the process, overlaying on top of the previous iteration [1/5]
Been wanting to get into texture synthesis from example for a while now :3 this one quite old-school and is generated pixel by pixel with Markov Random Fields. Did both Houdini and Python implementations. Was quite fun! And it's just the beginning :D
Multi-resolution texture synthesis, where it progressively generates from low to high resolution given an example image (smaller ones to the right). I might or might not be addicted to watching it resolve.
Continuing my hobby of implementing texture synthesis papers :D this weekend, "Texture Optimization for Example-based Synthesis" :3 the method treats texture synthesis as energy minimization, and iteratively optimizes the whole image at once instead of synthesizing pixel by pixel
Playing with Optimal Transport, and wanted to visually see the 1D solution: t(x)=Cy-1(Cx(x)) 🤓 the idea for the visualization came from a discussion w
@h3r2tic
about inverse transform sampling
Some pear'fect creations constructed in the game
@h3r2tic
,
@AriVanider
, audio-David, and I made during
#GGJ20
😂🍐🍐
You can try the game yourself! 🤗 Get it from the GGJ page: or play the web version: (works on mobile too 😃)
I've been developing this game in my spare time. It's been a lot of fun, but - not gonna lie - tough at times😅
However, in September I'm switching to being full-time on this project 🤘🚀 Maybe I'll even finally come up with a name 😂
But! that's not all...
I added a slightly more vivid coloring to hint which bricks are used for framing the window. I also coded subtle imperfections into the rearrangement to give it that hand-made feel :D
A new system needs to interact with all the previous systems. Finding a suitable algorithm took me a few iterations 👀💦
Ivy needs to know if a wall gets changed...
April marks 6 months since the project started 🎉 At first it was just an exercise to try procgen on the GPU. But thanks to your positive responses 🧡🙏 and brainstorms & feedback w
@h3r2tic
(yes, I'll keep thanking you in EVERY update😆) it is steadily growing into a tiny game🌱
We
@EmbarkStudios
are playing with example-based procedural placement. Here, kitty tries to mimic your placements, ex. if you put grass near tree+rock, kitty automatically finds a new, but similar-looking location to place more grass 😺
... it went from a square of grass to a little meadow ✨ There are still missing elements, and it needs more polish, but it's starting to have a character of its own 🥰
PS: as usual thank you
@h3r2tic
, it wouldn't be where it is without your feedback 🙇♀️
Excited to share my presentation from
#thethingSthlm
about Example-based Procedural Placement and our (
@EmbarkStudios
) experimental project Kittiwake, where we set out to explore a feeling of co-creation with a procedural system 😁😺
Today is my last day at
@EmbarkStudios
. I met so many wonderful folks, tried on so many hats, and discovered parts of myself I hadn't known even existed. I'll always cherish these memories 💙 PS: the farewell messages from the team totally didn't tear me up 😳 Thank you, all! 💘
[2/7] With terrain editing, I wanted to explore the target player experience first. I aimed for it to be easy to change your mind at any point, and play around.
Wholesome Snack is in five hours! (yes, I'm counting) We'll be there too, and show new shinies 🏰🌿🎆 Catch it on:
* YouTube
* Twitch
* IGN
What? Nervous? Who's nervous? I'm not nervous AT ALL 😬🤩😭😱💀
With some additional intersection checks 🤪 ivy can now continue from one wall to another 😎 (thank you for giving me a primer on AABBs and segments and stuff
@h3r2tic
!)
Recently I've been practicing landscape painting, but tonight I spontaneously made a portrait. I was quite chuffed to discover that the techniques translate well 👩🎨
I feel that rendering is a lot like painting. You just need to... paint an illustration 60 times per second, and it has to work from different angles, and with different light directions 😅 And well, your brushes are code, but otherwise it's similar! Honest! 👀
[8/10] Being a huge fan of time lapses made by the Sims community, and the time lapse feature in Procreate, I felt that it would resonate with the vibe of my game ✨
Et voilà! I can now replay this small "Thank you" scene, hehe 😊
Keeping a visual journal, especially when you do lots of trial and error, is quite nice! It gives a sense of progress, and it's satisfying to go back and see where you started :D
I don't know about you, but I'll take a proper Summer break now: get some sun, maybe dip my feet in a lake, and just slow down for a bit😌
I'll be back in late August. Stay tuned by following the newsletter 💌
Have a wonderfully delightful Summer! 💚