I live to diagram... My game has a cardinal-direction-based movement GUI, which makes wall-walking a complex proposition...
I live to diagram... My game has a cardinal-direction-based movement GUI, which makes wall-walking a complex proposition...
I'm certifiably at the middle-part of gamedev where the gains are hard. Procedural dungeon generation is very hard. Yesterday I decided that, instead of ladders, I want my characters to walk up walls (and fight on them), MC Escher surreal-like, and that's going to be hard too.
Guess I'll crosspost some Twitter stuff for a bit. I used "Sky Follower Bridge" to migrate follows. Most of those accts only made a few tentative posts several months ago so it's not apparent that this social network will be more than a transitory Twitter-angst release valve. Seen too many come & go
I met someone who watched every episode of Detective Conan, which sounds like a crazy amount of time to spend on something so formulaic. But 1000 episodes of anime takes roughly 400 hours to complete, and I've played so many games on Steam for *at least* that amount. Games are scary.
For social reasons I'm watching anime again. One of them is "Frieren" — a midlife crisis story (relatable...) smuggled through a forever-young elf girl. One episode introduces a young warrior who says "I have to impress my master before he dies"; basically having second-hand midlife crisis.
Status report: Instead of buying a midlife crisis Corvette, I am no-life yolo #indiedevtwitch.tv/seannyb/vide... I'm 3 mo. from a proper playtest build. I'm presenting my game locally on Sat @ Indie City Games.
A small lifetime ago me and two friends wrote and recorded a full synth-pop album (I know, shock right???) anyways here is alittle ditty we wrote about two kids being raised in a space capsule youtu.be/DEyxhlPS2QY?...