Resonance: A Plague Tale Legacy Featurette Highlights Light-Based Gameplay
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If you follow the indie scene, you’re probably already familiar with Tiny Glade. This cozy castle-building simulator has taken social media by storm and become one of the most wishlisted games on Steam. Here, we dive into the story behind Tiny Glade through an interview published by 80 Level, exploring its development path, the minds behind the project, and what makes it stand out in the cozy-game genre.
Tiny Glade began as a simple procedural wall generator, a weekend project by procedural artist Anastasia Opara and rendering artist Tomasz Stachowiak. Developed using Bevy, a data-driven, Rust-powered game engine, the project quickly outgrew its modest initial scope. A turning point came when the duo shared their early prototypes on social media, receiving enthusiastic feedback and recognizing the potential to create a full game.
.@anastasiaopara shared a new WIP demo for Tiny Glade and teased some exciting news about the upcoming procedural castle-building simulator.
— 80 LEVEL (@80Level) April 22, 2024
Learn more: https://t.co/fo8IPl6t8B#gamedev #indiedev #gamedevelopment #indiegamedev #procedural #games #videogames #tinyglade #rustlang pic.twitter.com/r6h1udVToD
The decision to release a demo for Tiny Glade came from several reasons. Primarily, it allowed potential players to try the game before committing to a purchase. As Opara explained: “We wanted people to see whether the game is their cup of tea or not.” The demo also serves to gather player feedback, although extensive playtesting has already been conducted to improve the user experience (UX).
Playtesting was crucial in shaping Tiny Glade. Stachowiak emphasized the importance of UX, noting that ensuring intuitive and satisfying interactions is essential for player enjoyment. Testing revealed unexpected uses of game elements, for example, players stacking lamps to create wooden walls or aligning stairs to resemble medieval crenellations. These insights led to new features, such as bridges and the ability to elevate buildings, enhancing the game’s procedural systems without disrupting its design.
Opara’s expertise in procedural art heavily influenced Tiny Glade’s development. Unlike generative AI, procedural art involves creating detailed rules that guide a system. The game’s evolution from weekend experiment to full release was driven by her deep interest in rendering and procedural generation. Initially powered by Bevy and OpenGL, the project later transitioned to Vulkan for improved performance and cross-platform compatibility, enabling complex procedural systems tailored to the game’s unique elements.
Tiny Glade DEMO is OUT on Steam🏰🐑✨🎉
— Tiny Glade 🏰🌿 out NOW on Steam ✨ (@PounceLight) May 30, 2024
We'll be spying on all of your creations 👀🤩 Feel free to tag us or mention #TinyGlade. We'd love to see what you make!
We hope you have a good time 🙌
PS: sound on to enjoy @OdaTilset's new summer track🎶 pic.twitter.com/mjdlYVtr0e
Tiny Glade shines within the cozy-game genre, inspired by Opara’s love for titles like Townscaper and Unpacking. The goal is to provide a relaxing, immersive experience, a virtual sanctuary where players can unleash their creativity without the pressures of combat or management. The developers see their role as giving players the right tools to tell their own stories, much like handing a child a box of LEGO bricks and watching their imagination come alive.
Choosing to self-publish Tiny Glade was a deliberate decision by Opara and Stachowiak. They wanted to learn every aspect of the publishing process and maintain full creative control over their project. Their previous experience in the AAA industry, where they often had little impact on creative decisions, fueled their desire for independence. Self-publishing allows them to release the game on their own terms, focusing on what they believe is best for Tiny Glade.
For now, the developers are fully committed to the project. While they have many ideas for future games, those plans remain in the early concept stage. Regarding a release date, they remain cautious about making promises. Their goal is to ensure a polished final product before announcing anything concrete, prioritizing both audience expectations and their own workflow.
If you’d like to try the demo version of the game, you can do so on Steam.
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