Glyph: Day Five

A few hours ago marks the end of my 5th day of work­ing on Glyph. Time flies when you’re hav­ing fun! Unfor­tu­nately, I am very much not hav­ing fun fight­ing uphill against Swing. I’ve (re-)implemented my graph­ics three times to no avail, and every moment has been a new les­son in agony.

How­ever, fourth time’s appar­ently a charm:

Screenshot of Glyph at the end of day 5.

Isn’t it gor­geous?!

Unfor­tu­nately, I’ve spent so much time on the UI that I’ve fallen behind on mak­ing the game. I will prob­a­bly have to sac­ri­fice some game­play fea­tures that I had planned on… we’ll see how much I can get done tonight, I guess.

I did write some in-​​game text last night when I got frus­trated. I got up to 1600 words before I went to bed – about half of it is envi­ron­men­tal text, and the other half is dia­logue. Glyph is going to have a lot in com­mon with text adven­ture games, and there will be a bunch of secrets in the game that will mostly just pro­vide flavor/​story rather than items.

3 thoughts on “Glyph: Day Five

  1. Yes; I had to switch to paint­ing them with paint­Com­po­nent(). So now it’s not even selec­table text, but a canvas-​​y thing.

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