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Posts by Byte Arcane making Sigil of Kings

X-Com Terror from the Deep - the superb unsettling music, getting shot from the fog of war while playing your turn, and screams of dying civilians in terror missions during enemy turn. Creepy done well.

3 days ago 0 0 0 0
Water ambience and more refactoring | Sigil of Kings The spring cleaning continues, with a healthy dose of bug fixing and refactoring. Consolidation of time-sensitive events. Previously I had a few different lists for different event types that were time-sensitive, e.g. show a sprite in 0.2 seconds or start a particle system in 0.5 seconds. I've consolidated those a bit to real-time message queue, and removed some cruft along the way. Weight-based pushing and pulling. Push and pull are standard commands, but the implementation did not do many checks... You could push/pull exits to overworld, webs, and other non-sensical things. Now it's weight-based, using Strength, plus had to adjust some object weights. Removing place-at sprite messages. Previously, when moving entities, I created two sprite events: one for the movement, and one slightly delayed for after the entity arrives at destination. This was because of slightly different data related to the sprite, e.g. which "animation" to play etc. This proved to be really problematic, because besides the fact that I had to do far more sprite updates, it also introduced several weird bugs that could only be fixed by inspecting the message queue often, which is problematic for performance. So, I've added a tiny bit more logic in the sprite shader, and remove that final message, so that a "move" sprite event is perfectly capable of displaying a sprite properly after the move is finished. Liquid ambience. That's the feature that got into my head a while ago - I wanted to hear water in levels! After a bit of effort that's finally done. It uses just two sounds at the moment, "sea water" and "fresh water", but in the future I'd like to have more presets for e.g. still water in the cave vs out in the ocean. The system supports sounds for other liquid types like lava, blood and poison, but there's no use case for those yet. That's it for now, have a nice weekend!

New devlog!

byte-arcane.github.i...

#gamedev #indiedev #godotengine #screenshotsaturday

1 week ago 9 4 0 0

🤣 Glorious... Replayed it a few months ago via OpenXcom, but instead of getting these lovelies I just got lobstermen non-stop from April. Brutal!

1 week ago 1 0 0 0
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Water ambience in levels! Sound ON 🔊 in stereo too.
The tricky bit here is that water is procedurally placed, so sound sources need to be dynamically calculated at every move, in terms of position (=> panning) and intensity.

#gamedev #indiedev #godotengine

1 week ago 14 3 0 0

🤣 I'm taking notes here

1 week ago 4 0 0 0

"Open world, definitely" <- me, 10 years ago xD

Definitely underwater zones. Underwater mines (that's the easy one), but in my list are underwater cities, seabed, shipwrecks. I don't know how, but they'll come. I blame X-COM TFTD, Atlantis & ADOM's water dragon cave mostly...

1 week ago 4 0 2 0

It's a turn-based roguelike/RPG, sort of like ADOM/Caves of Qud with a procedural open world! (Scope? What's that?)

1 week ago 4 0 2 0
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Happy #turnbasedthursday and thanks for hosting @andreadprojects.bsky.social! In Sigil of Kings, currently working on water ambience in levels 🔊 Here's a level example without distracting beasties

1 week ago 14 3 1 0
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HA! YOU THOUGHT THAT WAS IT? NO! It's #TurnBasedThursday again!

Devs! Share your turn-based games in the replies! Gifs, videos, screenshots ahoy!

Turn-based fans! Support your favorite turn-based games and SHARE THE LOVE!

GO! GO! GO!
#gamedev #indiedev

1 week ago 98 58 55 0
Spring Cleaning | Sigil of Kings Arrows break sometimes

New blog post! Spring cleaning, this time ... in sync with the season!

byte-arcane.github.i...

#gamedev #indiedev #godotengine

2 weeks ago 11 2 0 0
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Arrows are fragile. When shooting them, sometimes they get destroyed on impact! Just added the (procedural) destruction visual effect so it's clearer to see what happened!

#gamedev #indiedev #godotengine

2 weeks ago 12 2 0 0
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Typo spotted in Gemini's AI result! OMG haven't seen one of those in ages...

3 weeks ago 2 0 0 0
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#pixelart #indiedev

1 month ago 133 20 0 0
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Sigil of Kings - World Forge Playtest now available! - Steam News Hello everyone, I am pleased to announce that the first playtest, dubbed "World Forge", is ready for action! What can you do in this playtest? Basically, you create world maps. The devil is in the details though, so here is a breakdown of things you can do: Create world maps procedurally using a number of parameters, such as landmass preset, humidity and temperature Observe the distribution of the biomes in your world: Abyssal sea, sea, shallows, freshwater, grassland, forest, jungle, swamp,...

Sigil of Kings: World Forge playtest in its final Steam form is out! More info in the Steam update:

store.steampowered.c...

#indiedev #godotengine #SteamPlaytest #playtest #screenshotsaturday #indiegames #pixelart #gaming

4 weeks ago 18 5 0 0
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Sigil of Kings - World Forge Playtest now available! - Steam News Hello everyone, I am pleased to announce that the first playtest, dubbed "World Forge", is ready for action! What can you do in this playtest? Basically, you create world maps. The devil is in the details though, so here is a breakdown of things you can do: Create world maps procedurally using a number of parameters, such as landmass preset, humidity and temperature Observe the distribution of the biomes in your world: Abyssal sea, sea, shallows, freshwater, grassland, forest, jungle, swamp,...

Sigil of Kings: World Forge playtest in its final Steam form is out! More info in the Steam update:

store.steampowered.c...

#indiedev #godotengine #SteamPlaytest #playtest #screenshotsaturday #indiegames #pixelart #gaming

4 weeks ago 18 5 0 0
Steam Playtest out now! | Sigil of Kings I've been extra busy this week, fixing things related to the playtest based on feedback. Many thanks to the people who provided feedback, I think it's now in a better shape than before, and ready for sharing with more people via Steam. If you're interested to try it out, and you were waiting for a more stable release, well, now's the time! Head over to Steam and try it. Here's the Steam announcement link Steam finally accepted my upload, but after that I just replaced it with a different newer build, but apparently the check happens only once; that's good news for iteration of course, as one does not have to wait days to hear back from them. Without further ado, here are the most major changes since the playtest version last week, in no particular order: All windows/screens include a back button, that, well, allows you to go back a screen Most screens include a "status bar" of sorts that shows some keybindings for that screen, e.g. Esc to go back. You can bring the splash screen on demand in world forge. It also includes an "ok" button. Zoom in/out simply with mouse wheel, plus optionally by holding some button and pressing +/- Tooltips now disappear faster Tooltips are now not using async, which might fix some crashes in the biome generation screen at least There's a single type of game loading now, which is the equivalent of a quicksave. World naming logic is slightly different. When you start a new world, you're requested to put a unique name, and that name is used for savegames. World Forge music was not looping - fixed that Audio level percentage is now a percentage over a dB range, rather than linear Build ID is now included in bug reports and feedback form In settings screen, World Forge section in controls now called "World Forge Specific", to highlight that there are other shared controls, like camera In settings screen, you can clear a binding with right click or re-set a binding with left click In settings screen, every time you hover/focus over an element, there's a status bar -like line that tells you what can you do to change values, e.g. press right/left or space etc In settings screen, there are now "back" and "apply" buttons: the apply button saves the changes, whereas the back button discards your changes, but asks you first with a dialog. Clicking buttons should now play a sound, not just hovering over them When using edge panning in world forge, the right edge is now detected properly World forge radiobutton tooltips highlight that they are radiobuttons. In world forge UI, there are some additions: a status bar with common controls at the bottom a log line just above that, which shows a message when you try to paint something and nothing happens, because of some rule (e.g. you can't paint high elevation in sea) a line on the top-left showing the active brush There's an "error" sound when you try to paint something which breaks some rules; in addition to a log message, you also hear something. Fixed a bug where sea coast would appear inland! It's something that you can't see though, so I'm happy that I somehow discovered it. Last but not least: I had to disable NativeAOT for the C# build because it was really messing with things, causing weird errors sometimes. The result is slightly larger set of files to download, but that's about it! I did try to cross-compile of macos, but because I had to build the export templates too, at some point somewhere the process went wrong, and didn't want to dig too deep in that rabbit hole... So, Mac users, the day shall come, at some point! That's it, thanks for reading, and have a nice weekend!

Latest blog post out!

byte-arcane.github.i...

#gamedev #indiedev #godotengine

1 month ago 11 3 0 0

Thanks! <3

1 month ago 1 0 0 0
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Beautiful blues!

1 month ago 1 0 1 0
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All hands on deck! ⚓
An azure treasure-diving adventure awaits.

2 months ago 17 3 2 0
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Sigil of Kings on Steam Sigil of Kings is a turn-based fantasy roguelike/RPG, set in an expansive procedurally generated world, displayed in colorful 16-bit pixel art. Explore dungeons, defeat enemies, solve puzzles, find tr...

Thanks for hosting and happy #turnbasedthursday! Sigil of Kings is a WIP roguelike/RPG, set in a huge procedural world.

There's going to be a playtest open on Steam by next week, on the world generation (and even editing) aspect of the game!

store.steampowered.com/app/2195820/...

1 month ago 16 2 1 1
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Skål! We're in the mead hall to host this week's official #TurnBasedThursday thread! 🍻

Calling all our #IndieDev hirdmen, drop some media of your turn-based game in our replies and let the community see what's burning in your forge!

Turn-based community, give a ❤️ or 🔁 to the games you enjoy!

1 month ago 65 41 48 3
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I love seed phrases! Map's not shabby either #gamedev #indiedev #godotengine

1 month ago 16 3 0 0
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Shading Languages Symposium 2026 - YouTube The Shading Languages Symposium is organized by the Khronos Group and is the largest event dedicated to shading languages, and provides a unique opportunity ...

It's worth watching the Shading Languages ​​Symposium 2026 playlist. Very interesting topics. #gamedev #glsl #hlsl #shading www.youtube.com/playlist?lis...

1 month ago 7 4 0 0
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You can get caught in the crossfire between the UGS and the Empire. The only way to survive is to carefully manage your systems and jump out as quickly as possible.

Steam: store.steampowered.com/app/1473130/...

#WishlistWednesday #IndieGame #indiegaming #Gaming #IndieGameDev #GameDev #spacegame

1 month ago 5 4 0 0

Worst thing about it is that there is no "right" solution. Gimme simulation! Gimme shaders! Gimme optimisation! I can deal with those. But not "will the almighty gamer like the button here or there? Or nowhere?"

1 month ago 7 0 0 0
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a man is crying and saying `` i 'm tired boss '' in a dark room . ALT: a man is crying and saying `` i 'm tired boss '' in a dark room .

Working on UI, UI, UI and more UI. #gamedev #indiedev #godotengine

1 month ago 31 4 4 0
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Getting there! In the meantime, busy fixing things based on a first round of feedback

#gamedev #indiedev #godotengine

1 month ago 15 3 0 0

I was looking at Agony's art in some game magazine back then and drooling over it, the comparison to PC games at the time was ... unfair. Such images also worked wonderfully as magazine covers. Best kind of ads.

1 month ago 1 0 0 0
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Amiga Graphics Archive - Games - Agony

Apropos of nothing very much - other than having seen this GIF come up on Bsky recently - I'm wondering if the pixel art from Agony (1992), on the Commodore Amiga, might just be the apex of the form for its generation - truly awe-inspiring:

amiga.lychesis.net/games/Agony....

1 month ago 6 3 2 0
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Ah, Fire and Ice! Got it as I thought I'd be playing Frazetta's super-cool axe wielder, but instead I got dorky coyote

1 month ago 0 0 0 0