AHHHHHH!
AHHHHHH!
Good news and Bad news friends. Good news is, I got a job! A full time job ๐ I'm very excited to start on that.
Bad news is, it looks like I'm gonna need to pause streaming until I settle in at the new job, as I also need to now hunt for an apartment closer to the new job. Will be back online asap!
#jernjam is coming almost at the end! We added trees, roads and a shader for the wild fire. We still don't have a fully closed game loop, but I think the hard part is done! Come check twitch.tv/iraddev to catch the stream! Team with
@grap3j3llygames.bsky.social
and Big_The
Omg the buildings are coming along so nicely! Excellent work @iraddev.bsky.social! #Jenna #gamedev
KNIGHTS OF GUINEVERE PILOT IS OUT NOW ON YOUTUBE!
Knights* rip, too excited to type carefully ๐ญ
Guys the Knightd of Guinevere pilot was so cool ๐ญ I need 6 seasons and a movie *immediately* ๐ฉ
#KoG #Frankie #Glitch
Doing the coolest game jam of 2025 #jernjam, with @grap3j3llygames.bsky.social
I'm having fun with multimesh in Godot and modifying them with shaders! This is the animation I came up with to spawn the little island where the game is going to be played.
This guy gets it ๐ค๐
Rip I meant *pet* the cat
Can you oet the cat??
The 2D elements are super cleanly integrated in the 3D space with this. Absolutely love just looking at it
Oh shit this looks cute ๐
I'm really excited guys. I learned how to perform an HTTP request to snag emojis from incoming Twitch messages and put it into my VIPO project.
I've been working on building chat into the VIPO so I can customize how it looks and it's been cool seeing it come together ๐
#Godot #gamedev
@danaterrace.bsky.social I'm so absolutely hyped for you and your team
For those that haven't seen, there's a new trailer out for #KnightsOfGuinevere
youtu.be/G4Df2vAnKZo?...
Been a little quiet lately. I'll be posting more soon, I just took a little break after saying goodbye to my dog, Gandalf.
Been getting really into #kpdh lately, and it only recently hit me that I like it for all the same reasons I like #rwby lmao
Makes sense. Badass animated huntresses fighting monsters with a great soundtrack? Right up my alley apparently lol
I wrapped up my Breakout practice #gamedev project last week. It isn't the prettiest project, but I learned a lot.
There are still a couple of clear collision related bugs I couldn't figure out. I feel the urge to revisit them even with the project being 'done' ๐ญ
Feeling particularly nerdy today. Like, lemme deep dive into mid-late game factory optimization for #Satisfactory kind of nerdy.
If you're rushing something out the door, you're way past the "make it exist" point, period. It's just supposed to be encouragement to go out and prototype your idea. As I said, using it as an excuse to write bad code and push problems down the road is a quick way of gathering tech debt.
Now, if you're using that phrase as an excuse to write terrible code and constantly push refactoring down the road for the entire project, then you're vastly misusing the phrase and causing yourself a heaping load of technical debt that will lead no where good. 5/5
If you have a cool idea, prototype it. Make it terribly. Focus on getting the idea out and seeing if it's as cool as you thought. Don't waste time writing fully designed systems for something you might decide sucks. If you like the idea? *Then* come back, break it all down, and make it properly. 4/5
Being at a point where you know the outline, design, systems, etc. of your final project generally comes *after* the prototyping stage, which is what the "make it exist first" phrase is, by my understanding, supposed to be referring to. 3/5
Inherently I would agree with your statement in regards to code if you already know what your project should look and feel like, and you know that systems you're building now will need to be expanded later. That's not the point of the phrase, in my opinion. 2/5
I apologize, "getting it right" was me generalizing your statement, not me trying to quote it directly. I'll use real quotes here. The implication with "making it good in the first place" is that you should just *get it right* from the start, so as to not have to "make it good later". 1/5
I'm a firm believer that you've gotta learn how to make it terribly before you can figure out how to make it properly. If development was as simple as "getting it right" the first time, it wouldn't be so hard to make things and QA would be an irrelevant job field.
Exactly this. I find it short sighted to believe you can just get it right the first time. I've never known a project that didn't involve iteration, and sometimes it takes shitty code to prototype a feature just to hone your idea afterwards.
So, I'll shift over to a different project while I wait on art commissions, but still be excited to go back to my primary project. And that's not even considering if I decide to iterate on the project. Generally though, I think having one project to focus on at a time is just easier to manage. 2/2
I also think it can depend on the project's purpose. I have a project that works as a stream overlay. It's something I build and use on stream. It's kind of a living project bc while I had an initial design for it, and focused on making that first, there are things I have to wait on, like art. 1/2
I think a lot of it might be burnout after working on the same thing for too long? I could be projecting here - I've definitely had these feelings, particularly if I've been stuck on some specific issue for a while. Shifting to a different area of the project usually resolves that feeling for me.