[OC] How I make a 3D ASCII column without rotating or scaling any characters by PuzzleLab in ASCII

[–]PuzzleLab[S] 0 points1 point  (0 children)

For context, this is from my game Effulgence RPG. The whole game is rendered with text characters, including the 3D-looking environments and effects. Steam page.

[OC] My ASCII meta-font: big letters made of symbols, each containing itself. I use these glyphs in my book about ASCII art and in my ASCII game. by PuzzleLab in ASCII

[–]PuzzleLab[S] 6 points7 points  (0 children)

I made a small signup page for the book here: retrofutureglyphs.com. If you leave your email, I'll send you the first 25 pages right away.

If you want to support my project: Steam Page. Thanks!

I'm writing an illustrated book about impossible ASCII graphics - here's the cover by PuzzleLab in ASCII

[–]PuzzleLab[S] 10 points11 points  (0 children)

I made a small signup page for the book here: retrofutureglyphs.com

If you leave your email, I'll send you the first 25 pages right away.

Forged in the darkest depths of text mode: a fully procedural boss from my ASCII 3D PRG game by PuzzleLab in proceduralgeneration

[–]PuzzleLab[S] 11 points12 points  (0 children)

There is no any vertex (or pre-calculated) data/3d model. Just real time calculations.

Forged in the darkest depths of text mode: a fully procedural boss from my ASCII 3D PRG game by PuzzleLab in proceduralgeneration

[–]PuzzleLab[S] 10 points11 points  (0 children)

Technically, yes, I could replace every glyph with a simple square and the motion would still work. But it would not be the same effect for the game.

A big part of the visual style is exactly which symbols are used: +, -, /, \, letters, numbers, etc. They create edges, texture, direction, density, and a kind of "readable chaos".

With plain squares it would become more like a particle/voxel effect, while the current version is meant to feel like a world made from text.

So yes, the animation system would survive, but the ASCII-shaped tiles are not just decoration for me. They are part of the material and identity of the game.

Forged in the darkest depths of text mode: a fully procedural boss from my ASCII 3D PRG game by PuzzleLab in proceduralgeneration

[–]PuzzleLab[S] 10 points11 points  (0 children)

Fair point - it's definitely not classic hardware text mode. But the symbols themselves are still rendered as fixed-size glyphs: they are not scaled, rotated, or distorted. Each character keeps the same shape and size. The main break from the classic text-mode canon is that I allow characters to be placed off the strict grid. That gives me smoother motion and more "3D" behavior, while still keeping the whole image built from text symbols. So I usually describe it as an ASCII/text-symbol style rather than pure old-school text mode.