Byte Arcane making Sigil of Kings

Byte Arcane making Sigil of Kings

@byte-arcane.itch.io

Transmuting code into graphics and gameplay. Making an open-world fantasy roguelike/rpg: https://store.steampowered.com/app/2195820/Sigil_of_Kings/

5.1K followers1.8K following841 posts

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Hey #PitchYaGame, here's Sigil of Kings: 🌍 Explore a huge procedural world in vibrant 16-bit pixel art ⚔️ Conquer deadly dungeons with might, magic & cunning 👑 Complete quests, ascend guild ranks, shape city fates 💀 Make your mark in a living, breathing world. Or perish! 👉 Wishlist on Steam (link 👇)

Refactoring conversation tree generation, to make it simpler. First goals: be able to dump graphviz dot, and play dialog via some ImGui tool, away away from the game GUI. Here's a trivial tree #gamedev #indiedev #godotengine #screenshotsaturday

Also, because I *love* graphviz dot, I made a cutscene .dot exporter (that little dot button in the gui) to visualize what's going on. This is the script for the cutscene #gamedev #indiedev #godotengine

More silly cutscenes! For this one, we have: async/parallel actions (actors walking "simultaneously"), multiple dependencies (surprise jumps depend on both "goto target" commands finishing) and creating a condition in the editor (if step on two plates, reveal door) #gamedev #indiedev #godotengine

More silly cutscenes! For this one, we have: async/parallel actions (actors walking "simultaneously"), multiple dependencies (surprise jumps depend on both "goto target" commands finishing) and creating a condition in the editor (if step on two plates, reveal door) #gamedev #indiedev #godotengine

Byte Arcane making Sigil of Kings reposted

Lovely news to start the week: SOLAS 128, my game about redirecting rhythmic pulses of light, is in a Programming Puzzles Bundle alongside 6 other awesome programming-esque puzzle games. I'm a huge fan of The Signal State and Retro Gadgets looks really cool 💜 www.humblebundle.com/games/progra...

humblebundle.comPrograming Puzzles BundleTest your skills with this bundle of programming puzzle games! Pay what you want and support the Electronic Frontier Foundation!

Byte Arcane making Sigil of Kings reposted

Byte Arcane making Sigil of Kings reposted

I'm pleased to announce that around 200 pages' worth of tutorial resources are coming to the Game UI Database for FREE via a brand new blog. No ads. No paywalls. No email signups. Here's a preview of the first piece dropping next week, all about crafting cross-platform control schemes and layouts!

More cutscenes: now eating my own dog food and making these maps and cutscenes from the game gui. Here cutscene spawns guardians, player surprised, guardians threaten, cutscene ends, battle starts. #gamedev #indiedev #godotengine #screenshotsaturday

Another simple demo cutscene script - here the character says something, walks near a destination, and says something else. Moving costs turns, so this plays interwoven with other entities' turns, whereas saying something can be instant. #gamedev #indiedev #godotengine

Ok, the tooling around cutscenes is progressing, so I can now create a few simple "demo" cutscenes of increasing complexity. The most trivial one: 2 instantaneous actions: say sth and play a look-around animation #gamedev #indiedev #godotengine

Ok, the tooling around cutscenes is progressing, so I can now create a few simple "demo" cutscenes of increasing complexity. The most trivial one: 2 instantaneous actions: say sth and play a look-around animation #gamedev #indiedev #godotengine

Before(left) / After (right) inspector refactor #gamedev #indiedev #godotengine #screenshotsaturday

Reflective Dear ImGui inspector in #Godot! Because with nearly 2000 classes and many of them supporting GUI inspection, I'd rather abandon ship than writing per-class GUI code Inspector has been refactored to key/value pairs in tables, for readability #gamedev #indiedev #screenshotsaturday

Reflective Dear ImGui inspector in #Godot! Because with nearly 2000 classes and many of them supporting GUI inspection, I'd rather abandon ship than writing per-class GUI code Inspector has been refactored to key/value pairs in tables, for readability #gamedev #indiedev #screenshotsaturday

Some developer GUI update... It's basically a custom inspector for all my C# classes. Before (left) and after (right). It's certainly less "WTF is going on here" (imo). Restructured the whole thing to tables, so I can have property names on the left, plus alignment. #gamedev #indiedev #godotengine

Weapon preset support! Light on GUI at the moment, but you can have up to 10 main/off hand presets, including the ever-useful torch, so that you can quickly swap between situations. But beware of nearby danger as swapping costs a turn! #gamedev #indiedev #godotengine #screenshotsaturday

Byte Arcane making Sigil of Kings reposted

Premade rooms/areas can now contain stairs that can connect sensibly to other stairs during the procedural generation process. Basically, you can now have procedural definitions of "the creepy cellar under the lodge in the forest" #gamedev #indiedev #godotengine #screenshotsaturday

Byte Arcane making Sigil of Kings reposted

I made this shmup Plasma Sky years ago for mobile, but tech rotted out from under it. This year I fixed up the custom engine for PC, redrew art bigger, and added a bunch of features. I'm so stoked to bring this game back to life, it's still fun for me to play after so much time tuning it!

Byte Arcane making Sigil of Kings reposted

NAIAD OUT NOW! 🪷 Finally! After 5 years of development and dedication, I'm excited to share my first game with you. Immerse yourself in a poetic, dreamlike, and serene experience. 😊 ✨ Steam (PC/Mac) ✨ PS5 / PS4 ✨ Xbox Series / One ✨ Nintendo Switch

Premade rooms/areas can now contain stairs that can connect sensibly to other stairs during the procedural generation process. Basically, you can now have procedural definitions of "the creepy cellar under the lodge in the forest" #gamedev #indiedev #godotengine #screenshotsaturday

Cutscene support is now in place. There is support for AI actions, camera movement, a few animations and a few effects. More to do on several fronts, and more examples will eventually follow! #gamedev #indiedev #godotengine #screenshotsaturday

Byte Arcane making Sigil of Kings reposted

Finished a new scene today and created open door scenes for 2 of my previous scenes from last week. If you like what you see drop a follow and if you want to show your support links to my previous games are in my bio! #gameboy #gamedesign #pixelart #retrogaming #videogames #gbstudio #aseprite #game

New blog post! byte-arcane.github.i... #gamedev #indiedev #godotengine

byte-arcane.github.ioAI and Ability Selection | Sigil of KingsMore on the AI front, and concluding that for now! The main aim was to make the AI more capable of using AAs. I had some mechanisms in place, but I had implemented logic for just a few abilities. The catch with my ability system is that I've made it quite flexible (aka overengineering, my superpower), so that you can have for example multi-stage abilities where each stage can have specific target restrictions and so on. This allows some weird abilities (e.g. a test ability is a mobility one, where you can leap and bounce off a wall - you select a wall tile and a target floor tile) but really most abilities are in one of the following categories: self, projectile, cone, entity_target and position_target. Each of these categories supports different AI evaluation, based on their unique data. The above system was slightly refactored and tested with a few more abilities with the bot. The bot uncovered a few problems, with regards to overbuffing (or overdebuffing) - either the same spell would be cast multiple times on a single target (e.g. some protection ability), or we keep spamming buffs if they're available. The latter problem can be addressed by tweaking the probability of casting a buff during combat, and that's supported already. The former was a addressed with a "cooldown for AI". Abilities already support cooldowns, but I thought that have a separate hidden AI cooldown would be quite effective overall for this purpose. A final bit of work was on adding support for behaviours to optionally tell if they've completed or not (thus being pointless to continue executing the behaviour), not as a status result, but as a predicate. This works in tandem with dynamic (runtime-specified, temporary) behaviours, so that if a dynamic behaviour completes, it's removed from the list of dynamic behaviours (an entity can have >1 dynamic behaviours at any given time). This is useful for example in an escort quest, where an NPC gets a dynamic behaviour that makes the NPC go to a level exit. This behaviour can be assigned as plain dynamic or critical dynamic, basically before or after combat considerations. A merchant NPC that wants to escape to the overworld will probably have that as critical dynamic - basically leave at all costs. When they arrive at a target exit, the "goto" behaviour is complete, and we remove that behaviour, and based on other logic the NPC can exit the level. Now that this is all said and done, I'm taking a stab at another "module": scripted cutscenes. There are multiple challenges for this. One challenge is that a cutscene editor will require a game instance, so that's some fun hacking ahead. The other challenge is to be able to have some (limited) cutscenes for procedural levels, where for example an entity that we want to move or say something doesn't even exist. A final challenge is to make some sort of tool for authoring cutscenes (Dear ImGui powered for sure). All of this (except the procedural stuff) will be useful mainly for tutorial scripting, which I want it to be a playable introduction/story of sorts. That's all for now, have a nice weekend!

Hey #PitchYaGame! In Sigil of Kings: 🌍 Explore or forge huge procedural worlds in vibrant 16-bit pixel art ⚔️ Conquer dungeons with might, magic & cunning 👑 Complete quests, ascend guild ranks, shape city fates 💀 Make your mark in a living, breathing world. Or perish! 👉 Wishlist on Steam, link in bio

Byte Arcane making Sigil of Kings reposted

I'm looking for people interested in playtesting my tactical turn-based #cRPG / #roguelike to help me find bugs such as the dancing NPCs! If you're able to record the session or play live on a Discord call, that would be great! If you're interested, feel free to DM me or reply below! #indiegame

Byte Arcane making Sigil of Kings reposted

It's finally time, we're hosting #TurnBasedThursday this week❗ DEVS 👉 Share your turn-based game here! PLAYERS 👉 See all the coolest turn-based games below! 🔁 + ❤️ to reach more players, and don't forget to use the hashtag! 🐸

Byte Arcane making Sigil of Kings reposted

Replying to @byte-arcane.itch.io

Thanks for hosting! Jupiter Hell Classic is a traditional turn-based roguelike game, successor to the venerable D**m the Roguelike. On Steam in Early Access - the Heavy class has just been added and next week we release 0.11 Terminal with Hacking, Terminals and Bots! bsky.app/profile/epyo...

Kornel Kisielewicz@epyoncf.bsky.social

Jupiter Hell Classic 0.10 "Heavy" is out! First brand new class arrives with 5 brand new Master traits and 6 new regular ones! Also in - Guardians, Archwarlocks, unique, exotic, perk and relic buffs, spool-up, and a new particle engine! Read all about it: store.steampowered.com/news/app/312...

Byte Arcane making Sigil of Kings reposted

Replying to @byte-arcane.itch.io

Thanks for hosting #TurnBasedThursday, @byte-arcane.itch.io! Sigil of Kings looks awesome! Version 1.0.5 of my #game, Counter Tactics, just dropped on the #AppStore. - Build a deck with 2 champions - Asynchronous turns - Climb the leaderboard FREE on the App Store! #gamedev #indiedev

SuperSilvey@supersilvey.bsky.social

Version 1.0.5 is now available! - Faster AI performance in Solo Adventures - Fixed an issue that could lock up Tutorial I - Better offline reliability Get it for FREE on the App Store: apps.apple.com/us/app/count... #IndieDev #GameDev #Gaming #MobileGames #AppStore #Strategy #Tactics #ccg

Byte Arcane making Sigil of Kings reposted

Replying to @byte-arcane.itch.io

Thank you for hosting #TurnBasedThursday! Little Tree Kingdom is a cozy-deckbuilder where you play as a gnome mayor building a gnome kingdom on a giant tree. Use a deck of cards to build, gather resources, and fend off enemies. 🌳🏰 The DEMO is LIVE on Steam 👉 store.steampowered.com/app/3938990/...

store.steampowered.comLittle Tree Kingdom on SteamBuild a gnome kingdom among the branches of a giant tree in this relaxing mix of city-building and roguelike deckbuilding. Grow the tree, build structures, earn cards and blessings, and survive monste...

Byte Arcane making Sigil of Kings reposted

Replying to @byte-arcane.itch.io

Thanks for hosting #TurnBasedThursday! Kingdom of Krawall is a fast-paced #4X #IndieGame with deckbuilder elements. Rule your kingdom by playing cards, expand your power, and win by conquering every palace on the map. store.steampowered.com/app/4502550/...

store.steampowered.comKingdom of Krawall on SteamA fast-paced strategy game about building a kingdom, outplaying your rivals, and conquering your enemies. Play solo or in multiplayer and enjoy the depth of a classic 4X in a single sitting.