Developing a game inspired by a DOS-era classic. Mostly Devlog. Free demos released regularly at: https://xitter.cf/t.co/akdU2EuLxf

The Netherworlds
Joined September 2024
Geometry nodes for replacing faces, of a certain area only, with instances. #blender
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I'll be insufferable for a bit while I have fun with lazily baking photographic textures.
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Someone asked "what's your field's equivalent of a pianist practicing scales?" and for me I think it's spiral staircases.
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Makes me think of the crumbling abandoned city in The Magicians Nephew.
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I always thought it was so cool that The White Witch was the last living human from a dead world.
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Needed to level up my 3D work. I'm still here.
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My bottleneck is always 3D assets. I've made 2 or 3 fun short games worth of unity scenes where you're a capsule going around killing other capsules in a grey gridspace.
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Thinking out loud about my Dogme 95 for Video Games. Maybe the best approach is to try to figure out what's common (or what isn't common) to all the things about video games and development that annoy me today.
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Dogme 95 policed content / genre / aesthetics of films, that would never work for games of course. There ARE some visual styles I would tend to want to ban: - CRT filter - Hitstop that isn't core to the gameplay - Dishonored-face - Stepped animation (Spiderverse tweening)
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Genres and themes to ban: - Walking sims - Empty MMORPG servers (backrooms, generally)
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