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Curious Dynamics
@curiousdynamics.bsky.social
Solo dev making Folk Emerging, a prehistoric 4X strategy game with deeply simulated characters & ecosystems๐Ÿ•๐Ÿ‘จโ€๐Ÿ‘ฉโ€๐Ÿ‘งโ€๐Ÿ‘ฆ๐ŸŒ‹ Demo coming soon! Wishlist on Steam: store.steampowered.com/app/2275300?utm_campaign=bsky_bio
193 followers203 following208 posts
CDcuriousdynamics.bsky.social

Based on my latest ~1000 gamedev hours, it seems: ๐Ÿ’ญ Game Design tasks take me ~6hrs on average (ยฑ4 standard deviation) ๐Ÿ“– Content Generation: ~2.5hrs (+4) ๐ŸŽจ UI: ~2hrs (+2) Into what size chunks do you break up your work? #gamedev#indiedev ๐ŸŽฎ

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๐Ÿ‘‹

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Pretty much first!!

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CDcuriousdynamics.bsky.social

yeah it's been daunting watching the rate of bugs escalate as as my project grows. in what systems do you get most of your bugs?

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CDcuriousdynamics.bsky.social

oh and for anyone wondering why these numbers don't add up to 100, it's because many of the tracked tasks fall into several categories at once. what I meant to show is just that 36% of tasks are UI-related

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CDcuriousdynamics.bsky.social

I analyzed the latest ~1000 hours of gamedev work that I've (loosely) tracked. Turns out I've spent 1/3 of my time on UI-related tasks... not surprising given my game's genre (4X strategy), but still ๐Ÿ˜… What do you spend most of your time on? ๐ŸŽฎ #gamedev#indiegame

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Reposted by Curious Dynamics
RSrunevision.bsky.social

Procedural generation and generative AI are separate, distinct areas under the umbrella term of generative systems. Regardless of opinions about each field, I hope we can agree on using the right terms for the right things, to foster clear communication. Feedback is welcome. #ProcGen#GenerativeAI

A yellow box labeled "Generative Systems" has arrows to two boxes below, a green one labeled "Procedural Generation" and a blue one labeled "Generative AI".

Generative Systems: Creating something using any autonomous system.

Procedural Generation:
Creating something using algorithms (procedures) tailored to the subject matter.
Capabilities primarily determined by:
The rules and logic of the procedure

Generative AI:
Creating something using statistical AI models trained on input training data.
Capabilities primarily determined by:
The nature of the training data

There is further discussion below the boxes of how procedural generation differ from generative AI. The full text could not fit here.
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CDcuriousdynamics.bsky.social

nice, glad to hear! to me it feels like an exciting and under-explored niche with tons of potential

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CDcuriousdynamics.bsky.social

I'm brainstorming bonuses to give tribes that claim a region in my prehistoric 4X ๐Ÿ”ฅ A subset of these bonuses could work both thematically and in terms of gameplay: e.g. defensive combat strength, production, learning rate, resource gathering, culture boost #gamedev#indiegame ๐ŸŽฎ

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In this prehistoric 4X, your tribe has the option of inhabiting either flat or hilly regions ๐ŸŒ„ The longer they spend in each terrain type, the better they'll adapt to it. I want significant bonuses for both, to help distinguish tribes as much as possible #gamedev#indiegame ๐ŸŽฎ

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Curious Dynamics
@curiousdynamics.bsky.social
Solo dev making Folk Emerging, a prehistoric 4X strategy game with deeply simulated characters & ecosystems๐Ÿ•๐Ÿ‘จโ€๐Ÿ‘ฉโ€๐Ÿ‘งโ€๐Ÿ‘ฆ๐ŸŒ‹ Demo coming soon! Wishlist on Steam: store.steampowered.com/app/2275300?utm_campaign=bsky_bio
193 followers203 following208 posts