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!
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.
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…
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…
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.