Super fascinating, reminds me a bit of Disco Elysium - thanks for sharing!
@nolram
Hi I'm Marl and I make digital things! Any pronouns. DMs always open. Technical Art / Game Audio person looking for work! Huge game technology dork. Big robot sometimes. Cimbrian menace. π~Hamburg, DE | π³οΈβπ
Super fascinating, reminds me a bit of Disco Elysium - thanks for sharing!
Very cool! Pre-render to lightmaps or like directly to screen?
Wow! Is this 2D? 3D? How does the lighting work?
And I thought you couldnβt get any cooler.
How exactly does this work? What does it do?
Finished horripilant by @pasgame.ca and GODDAMN IT'S SO GOOD, if you like incremental/idle/clicker games and horror stuff it's PERFECT, kinda gives me Vermis vibes
Oh and the soundtrack is SO GOOD, @nolram.bsky.social did AMAZING with it, I need to buy it separately NOW
Itβs in the works!!! More info soon :)
The point at which it turns more into what I would call "building an engine" and becomes more difficult is roughly around the time you start building tools and hardcoding your gameplay loop less. At that point the scales shift and premade engines become easier (but less fun I think :D)
If "making an engine" constitutes actually doing stuff like writing rendering and other runtime code from scratch Iβd definitely agree. But if we count "using a framework" (i.e. LΓVE or Raylib) then I think the scales shift a bit because small games are genuinely easier to make on them.
This is awesome.
This is the amazing and awful thing about using custom tech; if I encounter an issue, I can fix it!
In fact, I am the only one who can ;-;
post about exactly this. gameplay programming is exciting!!!
The scariest part is the UI flow. Confirm/Cancel buttons change place randomly depending on the menu, there are submenus within submenus without orientation indicators⦠It looks visually super funky but the UX needs some cleaning
Mine list would definitely have the pickle video as well, just such a good performance
It feels like so many people enjoy difficult games so much these days that I almost feel crazy for wanting games that challenge me just enough to not be boring, but not too much to be frustrating
Funnily enough the original red faction did something way more complicated by doing real-time booleans. No idea how they got it to work so stable and fast.
Or you break compatibility once and make a whole new renderer rather than maintaining 3 separate systemsβ¦
I didnβt even hear about the demoteam getting laid off. What a moronic decision.
BIRP was architecturally a simple renderer, but thatβs where everyone was when it was made (~2015-2017). Taking a more incremental evolutionary approach would have been a better solution.
I wonder how the demoteam will handle this, if they even exist anymore.
I still believe Unity should have kept going with BIRP and evolved and modernised that instead of the whole LWRP/HDRP/URP nightmare. Like, Adam ran on BIRP. And it performed amazingly and looked fantastic.
Theyβre capitulating in the higher end space.
I donβt think high-end matters, but looking unique is important. Whether thatβs through more detailed styles or something else doesnβt matter, but right now especially retro-aesthetics are completely oversaturated. We need new styles.
Saying "there shouldn't be AA or AAA" is essentially saying "I donβt think people should have a stable employment in games"
I feel like many indie proponents donβt quite understand how many new indie teams get spawned out of AAA. A lot of the tech indies use also originally came out of AAA. It also matters because a lot of extremely successful indies donβt start studios, meaning less people get to make a living in games.
I did the music and sound for this - please check it out, every copy sold and review written means a ton to us :D
100% recoup, no funding
(Actual deal some publishers offer that people takeβ¦)
Small indie publishers in particular are really pushing on this front. Everyone wants to have their own version of whatever is popular.
Saber are definitively the right publisher for certain types of games, especially the kind they tend to make - but some games they held previously were definitively mismanaged by them, especially more community-oriented stuff. Ask me how I knowβ¦
Cutscene readyβ’οΈ
TinyBVH really needs C bindingsβ¦
Eine Aufteilung nach FirmengrΓΆΓe wΓ€re hier wirklich faszinierend. Wie lΓ€uft es fΓΌr verschiedene Unternehmensklassen?