The pixels of my last post hadn’t faded yet when I ran into a problem I couldn’t immediately solve on my own. At the same time, I realized I didn’t really have a plan for my game beyond a bunch of vague ideas. So, in order to address both issues, I decided to start a devlog over at TIGSource. That means discussion of the game’s development will move over there. If and when it results in a significant update to the design of the game, I’ll report back here. I’ll also continue to post here about stuff tangential to the nitty-gritty of designing, coding and modeling. Whether here or there, I hope to see you again soon!
In my last post I finally managed to put to rest the game which had taken over my thoughts for so long, and I half-jokingly said this blog would now observe a period of mourning. Little did I know the half-joke would soon turn dead serious. On June 28th 2019 my dad died, and I haven’t been the same since.
Still, day by day, one finds oneself again. Most of oneself anyway. Some parts stay lost, gone with the loved one. For a long time, I thought I’d lost the part of myself that was a game developer. I’d spend…
This is the end, my only friend, the end
Of our elaborate plans, the end
Of everything that stands, the end
Jim Morrison, “The End”, The Doors (recorded August 1966; released January 4, 1967)
This is it. The final moments. Before this post is over, Glyffe will be no more.
As I typed that last line, it occurred to me there are a few links out there which won’t lead anywhere anymore once Glyffe is gone. The four worlds I created, for instance, each have their own URL.
I know, we’re still up. Not for long, though. I just wanted to show you how you actually created a world in Glyffe before it’s all gone.
After all, player created content was probably Glyffe’s most overengineered and underused feature (not counting the multi-threaded architecture which I consider to be in a league of its own).
Then again, I hear player created content has been having a hard time of it everywhere lately.
Anyway, to create a new world, you had to begin by finding a free spot in Main World, which I’m afraid was quite a bit easier than…
Linear Love was the fourth and last world I created inside of Glyffe. It was located near the north-east corner of Square One in Main World.
There was only one direction in Linear Love: vertical. I mean, you could go anywhere you wanted, but the only action you were going to see was along the vertical axis.
By the way, the fact that we were called Reader Two meant that the previous player to enter the world had been called Reader One. The story could be followed along by two (or more) players at the same time. Players could chat…
The plot so far: a voice flitting around a campfire directed us north, where we entered a structure called a Panopticon. There, a second voice made us an offer we couldn’t refuse: immortality in exchange for going on an — admittedly perilous — quest. The object of the quest was to bring back the answer to a question the voice somewhat confusingly claimed to know already. Starting out in a desert, we initially counted our blessings when we ran into a tour guide, only to be sent on our way with a few vague pointers. Still, the first pointer took…
Following the footprints from the cave, we’d stumbled upon three concentric circles in the sand, each one darker than the one surrounding it.
As we moved into the innermost circle, we were teleported yet again.
South seemed like the way to go.
Fly on a widescreen