Programmer / Game Designer. Closure, The End is Nigh, Bombernauts, The Basement Collection, Succubox, Fracuum, Aether, and more! Current Project:
#Mewgenics
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in case you're wondering why the classic game dev advice is always "make and release a bunch of small projects first before jumping into a big one" this is why
If your final boss has 2 forms: the final form should be the hardest form
if your final boss has 3 or more forms: the final form should be the easiest form
remember that AI spiral image that went viral a week ago, well someone made a web app that makes only those types of images so get ready to see 100000 of them posted by techbro accounts
Player has 1% crit chance: Cool, nice bonus when it happens, maybe your tactics change after getting a crit, maybe they don't
Enemy has 1% crit chance: literally every decision the player makes forever needs to consider this event. massive mental burden when planning tactics
I said it when elden ring came out and I'll say it again but the sign that a giant hyped up mega huge game is actually gonna be good is smart reuse of existing assets.
If you're trying to get into game design my advice is stop fucking thinking about "game design", stop watching video essays and game design analysis videos, and just fucking make a ton of little games with the design based on nothing but gut instinct.
this is actually hilarious. Quora SEO'd themselves to the top of every search result, and is now serving chatGPT answers on their page, so that's propagating to the answers google gives
the internet is dying
So Steam hasn't approved my game because apparently the game crashes if controller is disconnected mid-game. Game works fine under normal circumstances. Why am I responsible if it crashes when players do unusual things like unplugging controller mid-game?
#gamedev
#IndieGameDev
Open world games don't need level scaling lol. It's good to be able to return to easier areas later on in the game and just fucking stomp them. That's kind of the point of them
I'm pretty sure they're never gonna make "THE space game" (that one that everyone seems to want) because the idea is kind of just by nature one that seems better in your head than it ever could in practice
@Uidsea
I don't think you should view smaller projects as side projects to "the main thing" or as stepping stones to "the main thing" either. Keep the dream project in head if you want, but every release will change your thoughts about it
Every time there's a reddit r/gamedev post like "I quit my job to make my dream indie game, here's what it looks like after 2 years of work" I open it up and immediately go "oh no..."
A few years ago the advice re: Unity was "Consider moving away from it if you can, their incentives aren't aligned with you anymore, but don't sweat if you're working on a project using it"
Now the advice is "get out asap. if you're early in a project consider yourself lucky."
half life alyx had this neat aspect where, because reloads actually required you to act out a reload with your hands instead of being a button press, you could "fumble" it in the heat of the moment
helldivers 2 does this with the strategems too
any other examples?
indie game epochs:
2004-2008: we got physics!!!!
2008-2012: puzzle platformers
2012-2014: the age of roguelikes
2014-2016: beautiful 3D unity games with no gameplay
2016-???: know that bad AAA game? we're 2 people and did a better version of it
Every time there's a reddit r/gamedev post like "I quit my job to make my dream indie game, here's what it looks like after 2 years of work" I open it up and immediately go "oh no..."
all this shit about software developers claiming copilot or chatgpt "increased their productivity 10x" is giving me whatever the reverse of imposter syndrome is
there's just something oddly appealing about early/mid 2000s era 3D games where like, the chunky geometry and lack of clutter made the whole game look super clear and simple
someone lost half a million dollars because they made a small mistake while trying to do a crypto transaction. the fact that there is no possible way to remedy this is seen as a feature by crypto bros. the person who lost the money is more worried they harmed crypto's reputation
there's like 5 unity defenders here all like "its actually reasonable if you understand that the thing they said is not what they actually meant"
meanwhile unity: "to clarify any confusion, that thing we said is what we meant"
Guerrilla Games has confirmed Horizon 3 is in development 🔥🤝
- Aloy lead story
- Continues off the ending of Forbidden West and Burning Shores DLC
- Coming to PS5
- Aloy gets a Trilogy for her story 🤝
- Graphics will be insane 🔥
STOP DOING MULTITHREADED PROGRAMMING
• Computers were meant to do one thing at a time
• Want to compute things faster? Just increase clock speed
"Hey computer can you print Hello World?"
Wlo rloHeld ?????
𝘛𝘩𝘦𝘺 𝘩𝘢𝘷𝘦 𝘱𝘭𝘢𝘺𝘦𝘥 𝘶𝘴 𝘧𝘰𝘳 𝘢𝘣𝘴𝘰𝘭𝘶𝘵𝘦 𝘧𝘰𝘰𝘭𝘴
Every single 3D game has a bug of the form "ok if you run into this crease in the wall weird you can just go through it" and theres just nothing we can do about it, as an industry
remember when facebook did this and it caused a whole ton of companies to go out of business because they were given false information about viewership numbers?
The same video by MKBHD uploaded at the same time on X vs YouTube.
X:
• Almost 30 million views
• 44k likes
YouTube:
• Almost 1.3 million views
• 74k likes
This just shows how different each platform counts the views.
Basically, if you skipped a post on X, it’ll still…
like I was somewhat skeptical when they said that TOTK would use the same map from BOTW but hey it actually works really well, they changed enough that it doesnt feel like a re-tread and its cool to visit all the locations you remembered from the first game to "see what changed"
yo I don't understand how people can simultaneously be a programmer and think the world's problems can be solved with programming. like, you've seen the state of most software right?
"asset flip" means "they bought a sample project, changed the logo, and put it up for sale", it DOES NOT mean "game that uses a lot of store bought assets"
Also like if you do decide to switch a project away from unity to a new engine, keep very detailed records of the time and expenses that takes, just in case there's a class action lawsuit over it
The Game Awards really prove that anything is possible if you just work hard enough, all dreams are possible if you have the spirit. You can make a game as disastrous as Cyberpunk 2077 and STILL get nominated for "Best RPG". Truly inspirational
The xz backdoor was initially caught by a software engineer at Microsoft. He noticed 500ms lag and thought something was suspicious.
This is the Silver Back Gorilla of nerds. The internet final boss.
difficulty of coding platformer obstacles:
platforms: 1/10
movement: 3/10
enemies: 2/10
spikes: 1/10
moving platforms: 11/10
slopes: 14433/10
moving platforms with slopes: enjoy your physics nobel prize if you figure this one out
"Coyote Time" (you can still jump for a short amount of time after falling off a ledge) is necessary for good platformer feel, HOWEVER, please make sure your game is still beatable with it disabled. If jumps *require* coyote time you have defeated the purpose of coyote time.
and like hey that probably also let them spend the 3 years it would have taken making a new map working on all the new stuff they added instead. smart asset reuse
interesting thing about Mario is that nintendo wants it to be *the* premium platformer experience, a thing that's getting harder and harder for it to be as game dev gets easier and easier. some of the best platformers of all time come from basically zero budget now.
Hey if you're making a pixel art game, literally just plop this shader in as a way to scale the game to arbitrary resolutions without the pixels going wonky. I'm sick of seeing "you can't scale pixels to non integer sizes" as an excuse