Devlog

wfc-working-fully-in-godot-with-corners-optimized

Over the past month, I decided to tackle procedurally-generating the world, and have been working on implementing the Wave Function Collapse algorithm. It took several nights to get it working in Game Maker Studio, and I finally ironed out most of the issues I was having. I realized a few things in the process: Moving […]

Meegles Swan

It’s been nearly a month since my last post. During that time, I’ve been working a lot on the game, mostly on assets and learning the ins and outs of Tiled. It’s taken a few days to really get familiar with it, which I wasn’t expecting. There was definitely a lot of scratching my head […]

Weeples Concept Art

I think I have this concept art as far as I want to take it, which, for concept art, probably was overkill, but I figured I’d learn some things while doing it, and it would be good practice for making the real assets. I’m sure I’ll make many tweaks going forward, but it’s a start. […]

Weeples Concept Art - Saloon

I made quite a bit of progress on the concept art tonight, mostly in the saloon and mercantile structures. It’s really cool to see things start to come together! Now time for bed.

Weeples Concept Art

I’ve been working on some concept art which is taking longer than I anticipated. I’m not yet fast at pixel art, but I’m chugging along. I’m working in Aesprite, which I’m loving. This has got me thinking about things…scale, color, and some ideas on game elements. I’m finding the limited palette both freeing and constraining […]

Weeples Philosopher's Shack

Not a lot to update, as I’ve been working on some overall concept art, but the “philosopher’s shack” is the first of the housing assets I’ve created. I’m working on a much bigger concept art piece to try to get a handle on the size of the map and just what it will look like, […]