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I've been working on Gloam in bits and pieces for the last year- it's still not a game, but it implements everything I set out to learn when I started.

Is there any interest in playing around with my spooky-cute procedural city-generator?

The answer to this turned out to be yes, so here you go! It's beta software, so please be gentle if it breaks on you: miredly.itch.io/gloam

(and please let me know what you think if you try it out!)

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@Miredly yes, absolutely

i want to *breathe* the downsampling and tonemapping

@fleeky I don't have a test machine available at the moment- There's no reason I can't do a Linux build, but I need to compile a couple of custom plugins that drive procedural audio stuff on Linux first.

I'm in the process of putting together a beefy dev box that'll run Linux, but it'll take a couple months to get all the parts together.

I can try building the plugins in a VM...? But I don't think a VM will run the game, so I can't really test it (yet).

@Miredly Looks great -- would love to walk about a spooky-cute proc-gen city! What tech did you use? What things did you learn?

@jos I'm actually not doing anything too fancy, this started out as a follow-along of a tutorial for generating NES-Zelda style dungeons, and I just iterated on it until I got here.

Though I -did- roll my own procedural audio backend that I'm very happy with.

What I learned:
* Lots of basic Unity programming stuff
* How to make and animate low-poly models
* How to build audio stuff as native plugins for Unity
* Spriting and sprite-animation
* Procgenning a quasi-language!
* How not to do everything

@Miredly haha, that's awesome. It sounds like you are dangerously close to the "doing everything" level... What does the audio backend do?

@jos Right now, not a whole lot- it uses FM synthesis to to simulate wind-chimes, and it creates wind / wave sounds with filtered white noise.

It can be adapted to do a bunch of stuff though, so I'm excited about playing with it in the future!

I made a tech demo a few months ago with a synthesizer attached to a ball, and it's pitch and speed of melodic playback were tied to its velocity. Lots of potential for music-game ingenuity IMO

@Miredly that sounds pretty cool. I remember reading this article -- procjam.com/tutorials/en/music -- ages ago when i had time to do different "jams", and always wanted to come back to it. Sigh. Some day! Gotta stay focused on the things i have already committed to working on "for fun" ;)

@Miredly I saw this on the federated timeline and it looks pretty neat. I'll give it a try tomorrow.

@Miredly I do like the aesthetic, I'm a big fan of Bernband and such. The mouse/camera flails around a lot, and jumping against walls is awkward, I got stuck in doorways a bunch.

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