Lol lol lol
@uk-resistant
#Indiedev #gamedev #techart #blender Freelance environment & #VFX artist Games I made: Hellscreen - https://t.ly/5nPhB VaporwavePinball - https://t.ly/hGSlh VaporwavePinball Presskit - https://shorturl.at/k4Sah
Lol lol lol
So Nintendo don't like it when THEY get charged over the odds for something
But Gabby needs another yacht
I kinda feel like an Indie spiritual successor to this in 2.5D could do really well
Not very surprising given GDC
I wouldnt be in the games industry today if it were not for Bad influence
Looking forward to watching this over the weekend
Space Warlord Baby Trading Simulator - Xbox Series X|S -March 26th.
โIโm excited to have someone install this game on console, and hand the controller to a baby. In unrelated news, if a newborn hammering buttons beats my scores, I'm swearing off the stock market forever.โ - @writnelson.bsky.social
I've had a lousy few weeks and a few beers so I'm being sassy
Can I include a particular right wing game designer whos ability to have an opinion about everything is only matched by how clever he thinks he is
Always
Honestly, id love to get a deal that has a clause that a CEO has to shut the fuck up till 2032 too
Yeah maybe! Though the constant time pressure might be a detriment. I kinda o picture this like slaving away over a nice meal for yourself - you take the time because you enjoy the process
Like, the Enterprise-E looks less futuristic in my mind (especially in the recontextualization of Discovery era ships)
I find it really fascinating that the Enterprise-D still looks futuristic and that it's design sensibilities were never really continued in Star trek?
I'm very interested in the idea of micro jams, where I carve out an hour or two to make something real nice - a menu, a script that will help in the future, anything that might save me time. This might also just be reading on something that I haven't looked into yet
I want to emphasize that it's less about what is good or bad but what makes it interesting or make it work/not work.
For example, original Tomb raider's jump is considered clunky compared to Super Mario 64 but it does solve certain issues and give a certain puzzle like feel
It's also good to play things that aren't top tier too.
Some of the best things I learned about level design were things I hated in not so great maps in various games.
Play Super Mario world and then play Global gladiators and contrast/compare
How about instead of doing 48 hour game jams, you instead spent 48 hours scrutinizing over one mechanic or 2 weeks on an amazing character controller?
In terms of game design, this isn't just playing games for the sake of it but playing around with mechanics over and over again to understand the nuance.
90 percent of new pixel platformers I see don't even get the jump right despite being "inspired by Mario ".
I don't just mean collate a bunch of images, I mean organize them in a way which gives you visual information. Use them to understand what it is you are building. You should always be able to go back to your reference to answer any questions about how something should look.
The bit of advice I always give and is NEVER listened to is
"Use reference"
The difference between great looking/playing games and not so great looking/playing games is nearly always the use of reference
One thing that really lodged itself in my brain from an indie marketing talk was "Do what the rest aren't doing" & I think you could apply that to making games themselves.
To me, that looks like adding visual things that are somewhat difficult to do & that go beyond what Youtube tutorials cover
Currently watching Battlestar Galactica (reboot) and they really don't make them like that anymore.
It's hard to feel good about your work when all you see are the flaws but every now and then, I glimpse a quiet moment and think "yeah, you did alright on this one"
Thanks! Appreciate you following me for all these years!
Thank you!
It's hard to feel good about your work when all you see are the flaws but every now and then, I glimpse a quiet moment and think "yeah, you did alright on this one"
So turns out that the Bucky O'Hare arcade soundtrack has BIG Gunstar heroes vibes (which makes sense)
www.youtube.com/watch?v=_7uo...