DEV Community

IdleCultivation
IdleCultivation

Posted on

The art was already there, and nothing was drawing it

Development covered 10 Jul 2026 to 18 Jul 2026 (commit dates).

I opened the inventory one evening and counted emoji. A pill was a circle. A treasure was a gem glyph. The currencies along the top of the wallet were five different pieces of Unicode. Then I opened the art folder and found painted versions of every one of them, packed and shipped inside the game, sitting there since spring. That discovery set the direction for a long stretch of work in which almost nothing new was made and quite a lot of the game changed.

How art goes missing in plain sight

Nobody decides to hide the art. It happens one screen at a time. A screen gets built before its pictures exist, so it uses a glyph as a stand-in. The pictures arrive, on the schedule the art has, and by then that screen is finished and nobody goes back. Repeat across a market, a bag, a quest list, a rankings board, a sect hall, and the game ends up with a lot of paintings on disk and a placeholder aesthetic on screen.

The tell is a specific kind of complaint. Nothing looks broken. It looks cheap, and no single screen is the reason.

What made this fixable in one pass rather than twenty was a boring structural change: instead of every surface deciding how to show an object, there is now exactly one way to draw one anywhere in the interface. Give it the name of a thing, get its picture. That was not the case before, because the crop maths had been written twice and each copy knew about a different set of sheets, so half the game literally could not reach an avatar and the other half could not reach an item.

Collapsing those into one component meant every screen that adopted it got everything at once: the market stalls, the reward chips, the roster, the wallet. The pass that followed was mostly deletion.

Say so when you fall back

One detail I would repeat on any project. The single drawing path has a fallback, because sometimes a picture genuinely is not there, and the fallback used to be silent.

Silent fallbacks are the reason art goes missing for months. The product looks slightly worse and nothing anywhere says why. Now a fallback announces itself in the development console, with the name of the thing that could not be drawn. The immediate result was a list of forty small errors nobody knew about.

The one refinement worth mentioning is that announcing it once per session was wrong. A persistent problem then looked like a one-off, because the second, third and hundredth occurrence were suppressed. Reporting it once an hour instead made a long-running fault look like a long-running fault.

Cloning a place does not make a second place

The other big job was the overworld. The world has six sects and one of them, the starting one, had been laid out by hand. The other five were copies of it with the artwork swapped.

It looked exactly as bad as that sounds, and the badness was instructive. A compound designed for a mountain forest does not sit right in a desert. The item spacing that reads as a courtyard reads as clutter when the buildings are a different size. Worst of all, every rival sect had the starting sect's silhouette, so the world felt like one place repeated rather than several places.

Hand-designing them took days and was worth every hour. The desert sect sprawls low. The forest steppe sect is scattered. And once the compounds were individual, the terrain around them had to be too, which is how the week turned into drawing a river from a glacier lake in the north, giving the desert a hand-drawn boundary instead of an ellipse, and repainting the volcano in basalt greys with only patches of red.

That last one is a small point about restraint. My first volcano was red. Real volcanic country is mostly grey ash and dark rock with red where something is happening. The grey version reads as more volcanic, because it looks like somewhere rather than like a symbol for somewhere.

Translating out of the source, not out of English

Somewhere in the middle of this, ten thousand or so lines went into eight further languages.

The rule I set was that everything translates from the Chinese, not from the English. This game's vocabulary is a genre vocabulary that Chinese has centuries of and English has approximations of, so English is already one translation away. Going through it makes every other language two translations away, and the terms arrive flattened. A word that carries a whole tradition arrives as a compound noun that means roughly the same and evokes nothing.

It costs more to set up and it is the difference between a game that has been localised and a game that reads as though it was written there.

Play it at Idle Cultivation RPG.

Top comments (0)