(layer 2 spoilers, repost cus twitter)
scion of ethiron concept art
head was inspired by cell diagrams of neurons, with the branches meant to resemble the dendrites
the rebranding of games to 'experiences' feels like a slap in the face when as a community we've been fighting to disprove people who think of roblox games as just 'gamemodes'.
if walking sims are games, showcases are games too imo
sleeping on a problem rly is a godsend sometimes. had huge unplayable server lag building up in deepwoken and i was getting really stressed over how to fix it. woke up and instantly got down to business and fixed it, with up to 4x better performance.
p.s. humanoids are evil
I'm lucky enough to be a part of the closed group of paid plugin developers, and I've released an upgraded version of my plugin RigEdit on the new marketplace.
In the paid version, you can now edit welds, undo/redo, and toggle visibility.
#RobloxDev
just a PSA but if you see any roblox-related websites claiming to have been made by me they weren't, just found a cookie logger website claiming to be made by me
stay cautious out there and don't add any bookmarks or run any code in your address bar
boat terminology is great because it's all weird nonsense words people who spent months at sea came up with whilst slowly going mad
been looking at boat diagrams and nodding approvingly at 'gunwale' and 'catharpin'
the amount of concept art i've drawn for deepwoken is kinda cool. mostly sketchy stuff but it's awesome just being able to sketch some designs and see them realised with 10x the detail by our contractors. will definitely have to post some here once the game releases
really is just crazy how much you learn from each project you work on as a game dev. exciting to think abt what kinda games i'll be making 2 or even 5 years down the line
I've finally added support for joint rotation to RigEdit Plus!
This is useful for those using DesiredAngle, as it now allows them to set the axes of rotation accurately. Also good for R6!
If you haven't already, you can pick up the plugin here:
one of the funniest things about gamedev is spending days working on features players will never realise exist, but if they weren't there something would just feel *off*
ah yes, stocks, the one where funny number go up and down and make the squiggly graph, i know those
ha, how funny they are. i sure am glad a substantial amount of our society is not based on them that would be silly
man, anyone else wish they could play dnd like 3 days a week??
it's so good for the soul rn with the lack of social interaction we're all coping with, just get to vibe and play as fun characters with my friends
my god outer wilds is an incredible game. what an experience!! amazing characters and such a bittersweet story to it. can recommend it to anyone with a curious mind
funny how the best features are often accidents, though on the other hand it's also funny when players think something is a genuine feature when it's a bug unbeknownst to the devs 😅
i think the better you get as a DM the more of a session you can just wing with 0 planning. like once you hit the point where you briefly read your notes at the start of the session and just go auto-pilot for the rest is the point where the fun really starts
big shout out to our contractors though fr, the things they're putting in the game are amazing. really inspiring that we've gotten to this point at a team where we can basically implement any concept we want to
it's funny how much your dreams the night before can influence your day - especially if you have vivid dreams, they very much set the tone
i will never stop being pretentious and annoying about dreams they're just so cool
valheim really does a lot of things SO right, the health/stomach system is genius (if a little punishing sometimes)
i have some gripes with the game but it's by far my favourite survival game, and i feel like they can iron out a lot of my frustrations (mostly just balancing)
probably a pretty cold take but I don't think AI could ever take over art. maybe functional design, but not art. the individual meanings/qualia of those who engage with the art are more important than the visual appeal. it's human expression after all
echoes of the eye is rly the perfect expansion to the perfect game (outer wilds). just beat it tonight and the way it connects with the main game is so fascinating.
though as someone who hates horror games parts of it were EXCRUCIATING (in a good way)
now guys I know people are apprehensive about the new Rthro avatars but I have a hypothesis;
rthro aren't hominids - they're actually birds
where's my nobel prize
idk why i like horror aesthetics so much considering i am physically incapable of watching horror movies or playing horror games.
i see a scary image and say "cool!" and add it to my inspiration folder, but if it moves i can't cope for some reason
honestly it's crazy how much of a game is imagined by players in the narrative of their gameplay - i've seen players convinced that a quest must be completed in a certain way even though there was no such restriction, and the quest they're imagining is sometimes cooler lmao
streamed for a little bit last night and it was pretty fun, might use it as a way to play games i wouldn't normally
won't be streaming particularly often but it seems like something fun to do every now and then :-)
just finished reading the mistborn novels and short stories currently released and my god i can't wait for the next book. hoping to start the stormlight archive too soon, just need to read warbreaker first
quick psa but if RigEdit asked you if you wanted to enable script injection, you need to update the plugin
apparently the script reparenting itself cus it's inside a GUI triggered the warning for people, so feel free to deny the permission and update it to fix it
it's easy to regret not meeting certain goals with previous projects, but when you look into the future and think about where your skills and experience will be it's relieving
the amount deepwoken reflects my creative influences as opposed to TFTV is cool to think about
specifically in drowned gods the sea is a mesh so we have to do lots of weird things behind the scenes to make it behave like a physical object whilst still being convincing
it's funny because sometimes characters change entirely from my initial idea just based on how my players respond to them. like if they like a character i work to make them more likeable in a way
in a sense, for an AI artwork to have artistic meaning beyond 'this is an emergent piece of design created by an algorithm' the AI would need to have a body of experience and understanding behind it beyond simply regurgitating visual motifs