The day I can delete my LinkedIn I know I've made it. Till then, I have the same feelings towards it and it's "influencers" as I do swallowing my vomit after some surprise acid reflux.
The day I can delete my LinkedIn I know I've made it. Till then, I have the same feelings towards it and it's "influencers" as I do swallowing my vomit after some surprise acid reflux.
Given the "Buy Canadian" push amid this asinine U.S. trade war, I rounded up a bunch of games that are both made *and* owned by Canadians. ๐จ๐ฆ ๐ฎ
From @thelongdark.bsky.social and @deadbydaylight.com to @gord.gamesโ Moving Houses & @visaigames.bsky.socialโ
Venba, there are so many great options!
I dug around for ya. It's in their dropbox:
www.dropbox.com/scl/fo/cvkwb...
The scripting language I work in is essentially all UID based, which true, does have those fallbacks (needing to update a script for readability when an asset changes, long names). But there is at least stability in that the name is just there for the user, so it can be "wrong" and still work.
Is there a reason why the file name could not be added as a prefix to the UID that the engine would just parse out? So if the file is called banana_counter.gd, the uid would look like uid://banana_counter_xyz123. Then it would ignore everything before 'xyz123'.
I do something very similar, though I've been using an EventKey enum for registering and naming the events, so adding a new event is as easy as slapping a new EventKey.
My adorable white and orange cat with his little tongue sticking out.
I, too, love cats.
I usually frame this for myself as "designing with intent". I typically see a lot of surface level advice about the importance of iteration, but without any emphasis on the important step of asking questions between each iteration. "What is our goal?" "Are we closer to that goal?".
You indies make cool stuff. Keep it up โค๏ธ
That art is so dope. I never got super deep into magic as a player, but I've always loved the artwork.
The day I can nuke that account will be a sweet one. Just a turd sandwich of some of the worst parts of the internet between two slices of corporate bread.
Finished "To the Moon" for the first time. Was really late to that one, but the scene in which all the context is revealed has me yelling at my TV (in a good way).
A good read about intrinsic motivation through good writing. It's from about 2 years ago, but still relevant. My eyes almost fell out of my head when I read about writing 60 quests in two weeks without any flexibility in design considerations.
Writing is hard and messy a shit. Respect the art form.
Finished a playthrough of Lost Kingdoms, a From Software real-time card battler from 2002 on the Gamecube.
A really clever little title that I owned briefly when I was 12 and returned since allowance money was tight back then. Really happy I gave it another go. A unique experience to this day.
Skogdal, MTV punky deckbuilder. Small, simple, doesn't take itself too seriously. Beat up your neighbor and eat some pizza. store.steampowered.com/app/2452820/...
Sultan's Game, a narrative resource-management game with beautiful are and a fresh setting.
store.steampowered.com/app/3169680/...
I played some cool games during Next Fest. You should check them out:
Mohrta, a shooter/action/adventure/souls-lite(ish) game made in GZDoom engine. I love the character designs, holy shit.
store.steampowered.com/app/2881610/...
Hey, I work in games. During the day I work as a Gameplay Scripter (the tech arm of narrative, think quest designer, kind of, it's hard to explain). At night I develop in Godot, write weird stuff, and think too much about card games.
Follow if you like, I don't know, I'm not your dad.