No context sudden need to make a tiny game with jumping voxels and desaturated colors. I've no idea what it's about, except I named all assets in , and my mood was involving some kind of lazy melancholia.

I guess it could become a random walk in a quiet forest, with occasional dialogues and chill beats in the background.

Seems like I'm making a custom pixel font for this game. The good thing is uses only 14 letters and capitalizes only names, so it's way faster and easier compared to regular fonts.

I'm trying to give it some kind of natural, script vibe. A bit cryptic, maybe somewhat Elvish. I could have used sitelen pona glyphs, but it would be way too much work for now. I want to have fun making this.

I've tweaked the font to make it rounder and bolder, since the previous version was hard to read in the game.

So for now, we have a confused bipedal bunny and a happy amphibian. No idea what will happen next, but it should be funny.

This forest is growing out of control. There are now different height levels and both characters can walk on specific terrain, so you have to swap between them to reach some otherwise inaccessible places.

The lagomorph can hop on logs and the batracian can swim. It's not pictured here because the GIF would be huge, but it works!


Meanwhile, in the voxel forest... you don't walk among trees, you walk on them.

In case you're wondering, translating the usual video game options to is hard.

As I kept increasing the map's size to cram more stuff and design more intricate levels, I started to feel the need to come back to the dreamlike simplicity of the beginning.

Paradoxically, the world feels endless when it's tiny but floating in a misty void. As soon as it grows bigger than the screen, its physicality turns the poetics of contemplation and mystery into the usual video game exploration trope.

@rpginabox Haha thanks :) That's why I like to work with 8x8x8 models lately, since there are few details you can do otherwise tedious stuff pretty fast and experiment with crazy animation ideas quite easily.

@ice do you speak tokipona or is it only a written langage?

@frankiezafe It's designed to be easy to speak, pronunciation is pretty simple and forgiving, so yes, you can talk in Toki Pona (though personally I use it more for written things and introspection.)

@ice are you using "nena sitelen" for "pixel" here? I kind of love it. I've seen people on the discord use the pre-pu "leko" for pixels before but haven't seen a nimi pu way of doing it.

What is "kaweti"?

@clarity Yeah, more specifically this is the antialiasing setting. At first, I went with "selo sitelen" but it felt more cute this way :)

"kaweti" is a quick and dirty attempt to tokiponize "qwerty" but I haven't checked how correct it is. Maybe I should leave it, I'm not sure.

@ice ohhhh I see. I think I would have mayyybe gotten it if it was "nasin Kaweti" with the capital K.

@ice I would maybe describe anti-aliasing as "o mute e nena sitelen kepeken nanpa seme" but the "MSAA_16x" makes it clear enough from context that the shorter one worked

@clarity That’s a great way to describe it :) But yeah, maybe a little long. The one thing that bugs me so far is the generic "yes/no", not pictured here, used for confirmation dialogue. I went for "lon" and "ala" but it feels a bit strange. Also "on/off", though "on" generally points to a specific translation key.

@ice ahhh yeah. "lon" and "ala" are the best you can get if you want it to be generic across every option

@clarity Ah yes, I didn’t think to capitalize it, it would make sense.

@ice For some reason, I've always felt that the exploration style of the first King's Quest game possesed a certain purity/charm to it that I seldom feel elsewhere. Something about the empty, completely 'useless' sections of forest and land you would go through, combined with the non-scrolling camera and the small protagonist walking slowly across the screen in whichever direction you had pointed him in... just worked.

I wonder how much of this feeling is at work in your project :)

@detondev I haven’t played it but yeah, I see what you mean. I think the last decades saw a shift towards "open worlds" and big levels have become the norm. We had levels as microcosms, framed paintings almost, and the world was a fragmented abstraction.

Nowadays, the camera makes the player the center of the world. Which makes me think I should probably use a fixed camera, mmmh... I don’t know yet, but you’re right, there’s something about this I have to explore further.

@ice IMO, although the general trend of game design has been towards increasing immersion by upping the graphics & putting the focus on whoever the player *is* in the game, I think many indie games lacking the budget for that stuff could benifit from this kind of style, where it feels more like peering into another world, watching a moving painting instead of a movie.

Also, King's Quest I is on, in all it's shitty 80s game design glory :P

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