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fearian.bsky.social
VFX artist working on [Something Cool]! Recently shipped LOST SKIES - In early access now! https://store.steampowered.com/app/1931180/Lost_Skies/
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You guys they got the drop rates of poker all wrong
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mmmm 😋 this is the good stuff! I really want to use this!
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What the hek
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2nd Q is not possible for many online games. How every single entity of the game functions is often tied into some middleware networking solution that is not necessarily owned by the developer (or even running on their own servers sometimes!) There is nothing user facing about it.
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So, what *is* the term for a project that would not exist for one sole person driving the whole thing with singular vision and commitment? And when do they loose the kudos of that badge if they succeed enough to hire contractors? Staff? That sounds like a "solo-developer success story" IMHO.
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Infintesimals is a project I've been following since (maybe even before!) this Polycount thread in 2018: polycount.com/discussion/1... One guy basically look-dev-ed this game into existance for years, untill being funded by an Epic Megagrant like a classical patronage, and growing a tiny studio.
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Please tell me you found a way/plugin to simply change the vertex alpha value of a selected vertex without doing a 20 step vertex paint/geometry nodes/shader editor dance of pain?
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In the age of constant sequels, cinematic universes, and reboots or remakes to bring things into brand alignment... I'm starting to think consumers NEED series with reocurring elements, and without a grand Canon. It's driving people insane!
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Same goes for certain youtube accounts with 100+ videos of the same person silently pouring dish soap on different brands of shoes or some other insane thing.
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I also mention this comonality is true "to a much lesser extent." in my original post. I think there is a broader problem that some people can trick themselves into thinking they are learning and AI tools are ramping that up 1000%
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On the flip side, I can find a tutorial, click through to the project files on patreon/github, and just take what I need, modify stuff, and completely miss out on learning the actual problem I was stuck on. I don't mean to be pedantic, I just think that there is _a_ commonality and it's user error.
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It's an oversimplifying to say simply "AI" has no learning, because it's not specifying how you would use AI. For example if you copy the output and pass it off as your essay... you have brain worms. But ask it for something you read in a text book, but can't remember the name of, it's a tool.
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I totally agree. I think I conflate them because I could never use AI like that. When I use Gemini or whatever, I'm not looking for a final answer (I wouldn't trust it!) I'm looking for clarification or existing solutions to learn from.
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Yeah, I'm extrapolating it to my own personal thoughts based on how I've self-studied in the past. I think AI tools just let you offload way more of the work than ever before, but fundamentally the problem is a classic "you only learn by practice" lesson that doesn't exclude AI assistants entirely.
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The things that make YouTube Tutorials impactful - adapting the information to something different, needing to understand the concepts to use them in a new context - can also be applied to AI assistants. So, using AI whole cloth is as dumb as copying a tutorial project line by line.
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Hmm, I can understand that. Personally, I think that disconnect is part of the games core aesthetic, in the same way simulation is for Noita. It's*just* crunchy enough to fit, for me.
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Ha! Before Animal Well, I think people would have said it does not match a pixel metroidvania, and certainly!- Shouldn't be in every single screen of one! I love a good bit of tech-art that can tie a games art style together :P
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Actually on a more serious note, that's quite a novel approach that I've not seen before! Really nice workflow!
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ahaha I nearly spat my drink out laughing at the rock love! I think Hayden Wu is the only person I've seen express more love for the sacred env art discipline of Rock Sculpting.
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I mean have fun or whatever, but you know that there is no timeline solution to your invented puzzle right? 👍
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It's the equivalent of Final Fantasy fans saying that 10 is a prequel to 7 because of an easter egg reference to a character called shinra.
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Okay maybe he's crazy enough to publicly humiliate himself on TV, I thought- But then!!! Why... Why would you out that somone did this to you PUBLICLY?!
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An activist showed up armed to protest, in an open carry state and got shot. If anyone armed intervened in an arrest, they'd get shot by police and declared an armed terrorist after the fact. Or you can resist any other way and be arrested into a for-profit labor prison.
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I played on PC with a controller, but this is going to be a killer Steam Deck title when it comes out. I just wanted to keep going! #Azaran #SteamNextFest #Demo
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You can trust each room to be self contained in it's puzzles, and to follow the twisting maze of rooms without fear that you are about to get lost or miss something. Everything is dished out just like Miyamoto would, and although I really felt like I *wanted* a map, Azaran just said "trust me bro."
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I've been following developer @benjigamedev.bsky.social on twitter/bluesky for a while and I've been impressed at how faithful the game looks, but now I'm impressed at how faithful the game *feels*. The vibes are off the charts. I feel like I can picture the Win' 95 desktop icon for this game.
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AZARAN, Islands of the Jinn (father: Ocarina of Time for Windows 95) This is a really faithful N64-Zelda-like. The controls are snappy and the auto-jump and camera are robust enough to make it feel polished. The demo has your run through a deku-tree like dungeon, picking up bread and butter items.
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But ultimately, the idea of "Solo Leveling" being an always online multiplayer game is just... what the fuck. Every player plays as the same MC?! Why not have a create-a-hunter mode where you run a guild to justify this? Makes me worried for how the game will actually end up playing in full release.
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After the dungeon, the reason for it being always online reveals itself - Gatcha mechanics where you can contract hunters from the comic into your guild. This is actually done well from what the demo shows? You can put more resources down to increase the pull rate on the characters you really want.
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Which is oh so slick in the demo, with a roster of classes to try out, easy-peasy combos, and true to form: Over the top VFX spectacle power moves with screen filling impact frames demolishing bosses. I worry that the grind at the center of the story, will actually suck without combo complexity.
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The actual "leveling" in Solo Leveling mostly happens off-screen, with rule-of-cool boss fights and character drama taking up most of the story. This perfectly opens up the potential for a videogame adaptation to fill in the gaps with what videogames to best - grinding dungeons for loot.
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SOLO LEVELING (father: www.tappytoon.com/en/chapters/...) Went in with low expectations... but the demo immediately NAILS IT by having a threatening "system" UI pop-up from the Manwha present to the player. Then it continues in good faith by using motion animated comic panels as cutscenes!
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to give me that "first taste is free" hook, and I never felt the kind of "oh my god I'm doing it!" rush that you get from the sweet spot in a rhythm game. Just an awkward feeling of "is this right? Do I need to level something up, or am I doing something wrong?" Need a review from Patapon experts!
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But 1 hour later, 5 runs in, that's all I was doing. I didn't feel like I was making any meaningful progress or unlocks, even as I seemed to max out what the hub world offered me. The Rogue-lite pacing seemed far too slow, and rewarded failure more than success. No interesting combos or power spikes
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RATATAN (father: Patapon) It took a while for my brain to slide into that state where I can track the action on screen, the BPM bar at the bottom, and still have braincells left to strategize what to do. But it only took a minute for me to be bopping along in my chair to "rata tata tata Tan!"