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Dev update - Time of Day & Lighting
As you've probably noticed from our screenshots, Tiny Glade has different times of day: noon, dawn, and night. Right now those are just presets, but we're planning to add smooth time passage.
This is a part of a larger theme in the game: you can directly sculpt human-made structures like walls and paths, but the glade is home to animals and plants, and nature has its own ways. We want the world to have natural cycles, to give you moments of focus and building, but also times when you can take a break and relax. We also have some plans for making each day and night feel a bit different, but more on that another time
If you followed our game just before its Steam announcement, you might notice that it looks smoother and more visually cohesive than before. That's because we've rewritten most of the lighting code
Previously everything had its own lighting calculations, so the planks in a fence reacted to light differently than the pillars, the bricks, and so on. They all lived in their own tiny universes with different laws of physics This gave us control in a single lighting situation, such as noon, but made it hard to achieve a pleasing look across all times of day. We've since unified all the lighting, and moved to deferred shading. The latter also allowed us to switch from multisample anti-aliasing (MSAA) to temporal anti-aliasing (TAA). The result is a game that looks better _and_ runs faster Just the way we like it!
Of course we couldn't keep ourselves away from Tiny Glade for long, so during the Christmas break we did a bit of cleaning, refactoring, and added a few small things here and there. Not all of them are visual, but this one is pretty fun - now if you raise a tower quickly, a few roof tiles will bounce up
Aaaand that's all for now. Thank you for reading, and for the overwhelmingly positive response so far Many of your comments have put gigantic smiles on our faces We aim to return the favor once the game is in your hands :3 Until the next update Ana, Tom, Martin & Oda
[ 2023-01-02 16:40:21 CET ] [ Original post ]
Happy New Year, and welcome to our first post of 2023! We hope you had a wonderful holiday and plentiful cozies. We ourselves took some time to recharge, and we're now getting back into focus mode Hopefully you are itching for more Tiny Glade news, since we have a couple remaining features to cover from the trailer (and a little something on top )
Time of day
As you've probably noticed from our screenshots, Tiny Glade has different times of day: noon, dawn, and night. Right now those are just presets, but we're planning to add smooth time passage.
This is a part of a larger theme in the game: you can directly sculpt human-made structures like walls and paths, but the glade is home to animals and plants, and nature has its own ways. We want the world to have natural cycles, to give you moments of focus and building, but also times when you can take a break and relax. We also have some plans for making each day and night feel a bit different, but more on that another time
Lighting
If you followed our game just before its Steam announcement, you might notice that it looks smoother and more visually cohesive than before. That's because we've rewritten most of the lighting code
Previously everything had its own lighting calculations, so the planks in a fence reacted to light differently than the pillars, the bricks, and so on. They all lived in their own tiny universes with different laws of physics This gave us control in a single lighting situation, such as noon, but made it hard to achieve a pleasing look across all times of day. We've since unified all the lighting, and moved to deferred shading. The latter also allowed us to switch from multisample anti-aliasing (MSAA) to temporal anti-aliasing (TAA). The result is a game that looks better _and_ runs faster Just the way we like it!
Of course we couldn't keep ourselves away from Tiny Glade for long, so during the Christmas break we did a bit of cleaning, refactoring, and added a few small things here and there. Not all of them are visual, but this one is pretty fun - now if you raise a tower quickly, a few roof tiles will bounce up
Aaaand that's all for now. Thank you for reading, and for the overwhelmingly positive response so far Many of your comments have put gigantic smiles on our faces We aim to return the favor once the game is in your hands :3 Until the next update Ana, Tom, Martin & Oda
[ 2023-01-02 16:40:21 CET ] [ Original post ]
Tiny Glade
Pounce Light
Developer
Pounce Light
Publisher
1970-01-01
Release
Game News Posts:
85
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Overwhelmingly Positive
(10375 reviews)
Public Linux Depots:
- [0 B]
Tiny Glade is a relaxing free-form building game. Tap into the joy of making something pretty with no management, no combat, or wrong answers - just kick back, doodle some castles, and turn forgotten meadows into lovable dioramas.
Explore gridless building chemistry, and watch the game carefully assemble every brick, pebble and plank. Draw a path through a wall? An arch pops up! Widen the arch? Pillars line up. Lower the wall? Arches turn into fences and gates.
There are no wrong answers or failure states. You can change your mind at any time, and whatever you make will look cozy out of the box.
Let yourself unwind to the chill vibes, and escape into a world that feels alive. Ivy envelops your buildings, sheep waddle through your paths, and fireflies light up the night.
The game is being actively developed. Make sure to follow us to stay up to date!
MINIMAL SETUP
- Processor: Intel Core i5 or AMD equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Radeon R9 270. GeForce GTX 760. or similar
- Storage: 1 GB available space
- Processor: Intel Core i5 or AMD equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Radeon RX 580. GeForce GTX 1060. or similar
- Storage: 1 GB available space
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