#gamedev things
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strange-destinations · 2 years ago
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you have games?? 👀
hi! yeah, i just made and released Antigone Will Take The Stairs Today, which is what the previous anon may have been referring to. I have a number of short scrappy TTRPGs up on my itch.io too.
I also wrote Over The Moon, a short surreal text adventure, for a fandom exchange last year (it's based on a 1996 text parser adventure game, knowledge of it isn't remotely necessary). I've done a few text-based adventure games over the years, usually for fandom-related things - DILEMMA, based on the video game Oxenfree, and Witness Available for the TANIS podcast - but those are older works, so I can't guarantee they'll hold up to my current level of writing quality. Oh, I also wrote LitaQuest in an 8-hour daze (Game of Rassilon podcast) for the same fandom exchange as Over The Moon, as a last-minute gift for a friend. That one was even more rushed than Antigone, though.
Antigone Will Take The Stairs Today is the first actual non-text-based video game I've put together since high school, and the only one I've managed to finish, and honestly I really enjoyed the experience. So it's not impossible that you might see more games like it in future! The reception to it has been just lovely, which is very encouraging.
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tricornonthecob · 7 months ago
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when word freezes while saving your 95,599 word document because you decided to multitask while opening motherfucking Unity
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naaattie · 7 months ago
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Party on Hallow Grove is OUT NOW! Available now on Steam, Itch.io and Gamejolt! Thank you so much to everyone who's followed development, and those who played the demo. I hope you enjoy this spooky, fun, whacky adventure game.
Happy halloween!
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tropiyas · 1 year ago
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AND WE HAD TO SHARE THE ROCK
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rawliverandgoronspice · 2 months ago
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re: sympathetic ganondorf vs evil for evil’s sake ganondorf, i think this is misrepresenting and underselling what’s actually offputting to people
“i’m evil because i’m evil” or “i’m evil because demise is evil” and the associated lust for power simply for its own sake has always been lame and low effort. there’s a reason it’s “shit tier” on the classic “villain motive tiers” thing
“i’m evil but there’s enough nuance to make the player at least somewhat sympathetic to me even if i’m still ultimately a bad guy” is a good thing that people like? i’ve never personally interacted with a zelda player who thinks windwaker ganondorf ruined the character or anything - he’s generally regarded as the gold standard of villain writing both in and out of zelda. this is roughly “high tier” on the tier chart
“actually TWIST i’m not evil at all, it’s the good guys who were evil all along, i’ve done nothing wrong and i’m completely justified in my righteous quest against the status quo, you’re the real secret true villain for being complicit in preserving it” is technically regarded as “elder god tier” on the motive tier chart but i would personally label it as “oscar bait tier”. these things *can* be compelling in conversation with the existing landscape, but often it comes across as a deliberate effort to subvert the audience’s expectations for the sake of being unpredictable (or worse, for the sake of proving you’re the smartest one in the room). in separate works where this conversation/critique is the entire point (eg. Watchmen or The Boys), that’s not necessarily a bad thing, and the audience sets their expectations accordingly. in an established, long-running franchise, however, this almost always reads as dripping with contempt for the audience, like walking into a room and going “you morons like this shit? let me, a person much smarter than you, explain what it’s Actually about, because you’re an idiot if you’ve been a fan of this series before now”
on top of that, in the context of a series like zelda, this type of story feels myopic and disrespectful to the future of the series. “welp i burned down the 20+ years of lore behind this character so i could do a deconstruction, good luck using them in any capacity in the future, sounds like a you problem”
all this is to say, i think it’s a bit disingenuous/strawman-y to suggest that people put off by this want ganondorf to have 0 depth at all. there’s a lot of room for different kinds of depth, it’s just that the trend of the last decade has been for “depth” to mean “condescending deconstruction”
Hey!
Thanks for taking the time to write this ask, I think it warrants an interesting conversation. To me, there's like, a lot of things about what you're saying, and tbh I do see where you're coming from --in part.
First thing first... No yeah unfortunately some people Are hostile to even WW Ganondorf. It's been a rising trend in the fandom since TotK was released --people being very against the concept of any additional complexity to the character, either not getting it or considering anything he says pure manipulation that doesn't even warrant a conversation, literally making fun of people who were intrigued by this and wanting more out of this particular thread. This position not only absolutely exists within the fandom --less so on tumblr, I'll agree there-- but it's not even hard to stumble upon as a pretty regular opinion that gets tossed around. I had some interesting asks thrown my way, let's say. The idea that Ganondorf is a remotely interesting character that deserves more thought than what he gets is very much Extremely not the norm, and the very fact that you, as a fan, likes him as a guy is perceived as weird and missing the point by a lot of people. Like a lot a lot of people.
So I'll just... I guess I haven't clarified my position in a while, so I will reclarify my position on our favorite evil dude: I do like him perfectly fine as a villain, I do not want him to be "redeemed" by the narrative, I think he works fantastically as an ongoing threat, I think they could make him even scarier and more offputting and that would be super fun and thrilling... and I also think he already is complex. Like, inherently. Everything Nintendo has been putting into him since his first appearance is complicated --even their attempts at flattening him back in TotK do not fully work because they can't scrub him of the extremely loaded ideas they injected into him from the get-go. Nobody forced Nintendo to do a Mega Orientalism when inventing him, nobody made them write the NPCs to have this super weird antagonistic relationship to the gerudos in OoT, nobody made them have all this lore of the one man born every hundred years, raised by twin witches --and then nobody made them press on that tension point in Wind Waker explicitely, and then, in a more subtle fashion, in TP too. Nobody forced their hand when it came to having the strange "round ear" situation, suggesting (confirmed even, in additional canon) gerudos are born unblessed. The fact of the matter is: everything to make the relationship between Hyrule and the gerudos complicated has been there since 1998. There's no need for a Switcharoo to prove that anyone is smarter than the audience: everything messy has always been baked within the worldbuilding itself. It's in the cartridges already!!
Perspective on it is what could change, though --because, except in Wind Waker, we never get even a hint of a sense that we should think, as an audience, that Hyrule's super weird relationship to the gerudos is maybe questionable. Worth thinking about at least. Which, given the optics, is wild to me that to bring this particular can of worms up is still very largely considered crazy talk within the fandom (that, or the Sheikah situation across the series, also insane in many ways). And yes, it would perhaps lead to themes that are a bit heavier than what Zelda has been overtly dealing with (though, again, Majora's Mask exists --and I do find a lot of unpacked ideas in the Wild Era, like the very unquestionned gerudo bridal pipeline, very uhhh unfortunate already if I'm being honest --even moreso because it is unquestioned). But Zelda, when well handled narratively, can do wonderful things with evocative subtext, open doors never fully crossed, a lynchian pressure on what should feel offputting. We don't even need a sad monologue about it. It doesn't even need to be handled explicitely. But I think the pressure point is just better when understood and incorporated in some form, instead of being denied so hard the world itself start to feel incomplete and unlived.
I do want to say... I get what you mean with the whole "oscar bait" thing. There has been, historically and in recent years, a tendency to be driven by an external, almost panicked sense of morality rather than by the internal drive of a story, its internal thematic logic. I also do think it can feel very corporate, very "Disney looking back at its own movies and scrubbing off everything Buzzfeed deemed problematic in 2014 while making everything glossy and lifeless and awful" and it's not that great!!! and tbh I can't say I would trust Nintendo to handle any appreciation for the fact that the story of an eternal golden kingdom cheering on beating the evil outsiders who want to corrupt everything good and pure and blonde about that perfect inherently good place, is like, extremely not neutral. It absolutely is a delicate thread to weave, and I agree that putting a definitive end to Hyrule is probably not the smartest IP move to do. But, Hyrule doesn't have to be condemned as Bad, it can be merely complicated. And ongoing, regardless. To keep on with the Disney parallel: The Lion King would feel weird if we started to peel off the internal politics of the hyenas, it's just not the right place for it, when everything about this story revolves around the Righteousness of the Divine Right to Rule. But if the Lion King was an ongoing series that had been looping on itself for a while... wouldn't it make sense to figure out how to achieve majesty by studying other angles too, eventually? Is it that strange to suggest the exercise is like, possible? That it can be handled with artistry and soul?
I feel like... Yes, to acknowledge Ganondorf's humanity --not even to coddle it, just to acknowledge it-- implies taking in everything that makes him who he is, and that might rattle some foundational ideas about why this ancestral fight is even happening in the first place. I also do not think it means that he must be Good now. He can still punch a child and cackle maniacally, he can still be unredeemable --he can still destroy himself and others out of the most unconstructive spite ever, and we can still see the purpose in defeating him while basking in the "yea....." left in his wake (Wind Waker did that!!! Wind Waker did that and then we had more Zelda games!! crazy how that happened). This is hardly undoable. It does take some narrative skill, and some commitment to taking a bit of a risk, but Ganondorf is genuinely unmanageable as a character if you insist on your refusal to acknowledge his foundations --and I think it's partially why TotK's story is such a mess. He sells a TON, but you can't have him breathe slightly too loud without risking the entire world falling apart. They did try in TotK, so very hard, and to me they still failed--as insane as he behaves, Hyrule still doesn't come out of this looking good or particularly justified, because the very central core of Ganondorf's character is to be subjugated, and then rebelling in a destructive and brutally selfish, uncompromising manner that ends up robbing him of humanity --and the discomfort of that premise will therefore always haunt the conversation. Nintendo dug themselves into that mess. I feel like a lot of the Ganondorf fans I know merely... point at that. At the mess. And I feel like the longer the games avoid this mess, the more coats of spinach green they slather ontop of his skin, and the more nonsensical characterization they pile up, and the more Ganondorf will become a parody of who he once was, and what made him compelling to begin with.
And to top it all off, as if he wasn't contentious and complicated enough to handle already, they leaned into the internet turning him into a sex symbol for some fucking reason??? Yeah I genuinely have no idea how Nintendo will manage this dude moving forward, because to me, he is, at best, an endless source of (very lucrative) headaches, and at worst a ticking time bomb. I'm not sure how long they can get away with that TotKification strategy, is what I mean.
(Also: I tried to not overdwell on all the incredibly complicated conversation re: race and orientalism, but it's borderline impossible to have this conversation without acknowledging that I have never seen a major pop culture villain receive more pushback against "woobification" than him, and I don't think it's a complete coincidence let's say :) )
#asks#ganondorf#totk critical#(a bit)#thanks for the ask!#yeah it's complicated#I do understand the fear of deconstructing things without purpose --it does happen#I feel like it's kind of both a thing that happens and a thing that ends up soaking in all the DEI moral panic being flung around too#when to me these two things are like... not that connected honestly#(I have very pointed experiences to inform this take --but like it's a super complicated convo honestly and hhh tired)#there's incredibly soulful deconstuction --and there's terrified corporate deconstruction --and there's whacky lol random deconstruction#and not to over-pry anon but you seem to mention a lot this idea of “the writers wanting to be smarter than the audience”#and like... I won't say that it doesn't happen but I feel like this spiteful self-satisfied intent behind creative decisions is kind of...#at the very least it's hard to prove#I'm not saying this sort of anticipatory behavior to the point of betraying artistic intent isn't a thing. it absolutely is.#but I feel like a lot of the worse expressions of this backlash recently was honestly mostly projection#people generally want to do good art or capitulate under circumstances too difficult to surmount#(source: aaaaaa. hfgfhfgfh. death by gamedev.)#or just kind of fumbled their shit too that happens! sometimes you don't do a good job at art :(#but I think that rejecting complexity --or like the possibility of committing to complicated delicate ideas because it could flop#is no more helpful to art than living in fear of being called out for doing a moral wrongness#at some point you gotta imagine you can nail the concept and execution of what matters to you --because you can#things can be good and rich and simple and also complicated and it's possible and we don't have to live in fear of messing it up#that's my personal take at least
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thoughtsroamguy · 2 months ago
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The Riptides and their weapons of choice.
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thehallstara · 4 months ago
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The A.D.A.P.T. Entries is an episodic game in 12 parts from @staradavid. Equal parts interactive fiction and narrative adventure, what will ensue is a space thriller about Judiasm, the building and falling of communities, the necessity of resisting dehumanization, and how even the best of intentions can be twisted in the face of systemic corruption and unaddressed prejudices. The first entry will release January 30th, with the consecutive entries releasing on the last Thursday of each month in 2025.
The A.D.A.P.T. Entries follow Rivkah Kadish, a Jewish woman born in what was once west Montreal but raised on The Ostera, the final flagship on the AQA Inaugural Expansion fleet making a forty year journey to the TRAPPIST-1 system. As the ship’s path nears it’s end, join her as she explores her upbringing, falling in love, the less-than-savoury choices she’s had to make as a member of AQA’s adaptation team, and the secrets she’s uncovered over the years. It will be found at staradavid.itch.io, and updates can also be found at staradavid.bsky.social and adapt-aqa.bsky.social.
The past year of my life has been spent planning, researching, and beginning to develop this project, and I'm so excited to start sharing these stories with the world, in whatever forms that may take.
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evelili · 8 months ago
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24 :>
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vaguely-concerned · 1 month ago
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listen I just... this path of harding's loyalty mission with this specific party. the disrupted self squad. the trauma has made me a stranger to myself Have You Seen Me I can't find my way back union. team fractured reality and I'm piecing it and myself back together as best I can (will you keep me company in the meantime?). the echoes and the implications. as above so below, as in you so in me, large cosmic scale to painfully small personal psychological scale. pain from the distant past still alive and snarling to be known in the now, and pain right now and ongoing but forgotten and unseen, supressed by means natural and unnatural (what's a little blood magic to help denial and dissociation along between frenemies huh solas). the extra meaning 'spite' takes on as a phrasing here (because it's all IN THERE this is all in the big text of the game!!! the themes echo back on themselves everywhere you listen for them!!!!). rook who once more doesn't even know that they don't KNOW they're also speaking to themselves as well as harding in this scene, to their own broken self and mind partially mirrored in someone they love (broken by the same perpetrator, even, in this case!!!!!!!!! hello solas once more), harding who doesn't quite know she's also speaking to them as well as to herself, to the dwarves, the titans, the world; everything and everyone that has ever been hurt, but whose stubborn kindness still has room for it all. (even for solas. hello again. we cannot escape you it seems mr dread wolf it's almost like you and your plethora of fuckery are thematically central or something (grudgingly affectionate).) even without perfect understanding of the full picture, the simple intention to be kind matters.
(forgive me for my sentimental nature and everpresent rookanis bias for a moment but ALSO lucanis looking over at rook Like That in this context, while those words are being spoken!!! spite's role in urging him towards escaping, living, thriving, instead of merely numbly surviving, and how it ties in with harding's revelation and decision here. and rook who opens doors and stays to walk through them with you, at the end being found and helped through a door of their own, and lucanis himself being one of the people to do that. do you. do you get me. I feel strange and wild.)
most of all harding just. saying the whole thing. summing the whole game up. 'we're different, but we're not gone. we will thrive -- in spite of you'. I was RIGHT about it all the way back in november actually and I should say it!!!!! the game is saying this on purpose. 'and then... everyone was there. and that's when I knew we'd be okay. that I'd... that I'd be okay'. my friend lace harding might be the only person who really gets it huh. and what a legacy for varric to leave behind in the narrative (and what a common da2 W, the little team that couldn't does it again better than anyone's ever done it by doing it the worst anyone's ever done it, hawke can't stop winning by always losing). no salvation but each other but my god that is plenty. my god. that is enough. once more
my head is in my hands I love this game desperately, it rewards really sitting with and taking in the themes so much. i'm so sorry for dropping a bunch of my own metas in there like that but I'm finding it so hard to say what I need to say all in one go, it's just -- it's so big! it's so much! I have so many thoughts to express about my unified theory of veilguard and only my poor battered neurons to do it with, please look upon me with clemency and, perhaps, forbearance. and it's so interesting that you can bring another companion along with rook and harding in this scene and have it mean just as much with slightly different nuances, have it resonate just as much with the overall meaning the game is trying to get across, because they're truly all tied in with each other that way; they're all part of a larger truth. you think it's one theme after another but the damn things overlap etc.
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kcamberart · 2 years ago
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Development going forward
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So in case anyone hasn't heard, Unity announced this morning that they're going to be making some pretty major (baffling) changes to their licensing plans and monetization. TLDR regarding the pertinent info (from what I understand. The company hasn't made another statement at the time of writing, and the FAQ is very vague):
They've removed the cheapest paid subscription tier (Unity Plus) completely, and are altering Unity Personal (the free one) so that the editor needs an internet connection in order to function. If you're offline for 3 days, it kicks you out until you reconnect to the internet again for the software to phone home. This is apparently not an issue if you subscribe to Unity Pro, the $2,000/yr plan.
If you publish a game made using the Unity engine, once it passes a certain threshold of installations and revenue, Unity will charge you a fee for every subsequent installation of your game on a per-month basis (and it's not per-purchase, it's per-installation. So (allegedly) if someone on Steam buys, installs, uninstalls and then reinstalls your game, or if they need to update the game, that's considered multiple different instances of installation and Unity will (allegedly) charge the developer as such). This will go into effect in January of 2024, but will seemingly retroactively apply to all games published before then as well.
If I've misunderstood any of this, please feel free to correct me.
I would not be surprised if they heavily walk back some of this (i.e., "the last time we announced something bad everyone got mad about it, so this time we'll announce something unbelievable and then say that we changed our minds so people will be more willing to accept the slightly less bad thing we wanted to do in the first place"), but it's setting a very bad precedent for using Unity for any future projects.
I'm currently weighing my options on whether to finish Vollema in Unity and then migrate to a new engine for future projects (Godot gets better every day, from what I've heard), or to just take what I've made so far and start over using different software. Honestly, it's early enough in development that the vast majority of what I have finished and ready to implement is visual assets, dialogue, narrative stuff and audio, so I'm leaning heavily towards testing the waters with a different engine. I likely also will not be able to work on or release any smaller games in the coming months for the time being (RIP 2023 Halloween Game, I'll make it up to you) while I make some decisions. Regardless, I'll keep you all in the loop.
TLDR: I'm likely going to be changing game engines, which will definitely set Vollema's development time back a bit (along with my other projects), but development in general will continue regardless.
Hopefully I'll have more positive news to share with you soon! I'm gonna miss my add-ons, though. Oh man, am I gonna miss my add-ons.
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bf-rally · 4 months ago
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hii
Boyfriend⭐️Rally is a virtual boyfriend collector I'm trying to create. I'm hoping to make it into a full fledge web game in time.
i feel like im like 75% or 80% of the way to having the site at a "bare minimum" for use
so i wanna share my form again!
im looking for anyone interested in joining and using the site in its super early days and giving feedback on any issues they run into.
here is the form for anyone interested. once i publish the most recent version of the site, i'll start inviting people to try it out 🫡
also any boyfriends you get on purpose or on accident you can keep lol
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ganondoodle · 1 month ago
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been wanting to give demise and the gang a little bit of a rework but my day was spent speedrunning work, then helping my parents dig through a ton of earth in the garden trying to get plant roots out that explosively overtook everything last year .... and then spent whatever time i had left building a house in the sims (it crashed three times :)) )
(also the new tumblr update looks like ass,,,,,,,,,,,,)
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roseverdict · 1 month ago
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thinking about my frustrations with the current system we live under and realizing my experiences (constantly having very little money, thus preventing me from buying things except once in a blue moon unless there's a free option available) are not universal. however i am charging headlong down making a mobile game, and while i probably will put ads into it bc im a broke bitch i refuse to let it be just another of the hundreds of half-assed tutorial projects with a quadspillion ads in them apiece
but this leads me to a conundrum.
i want to have cute little skins for the player character that can be "bought" through one of two things: achieving a cumulative score high enough to unlock it, or by watching a certain number of ads willingly. notably, i refuse to use the ones that interrupt the gameplay out of nowhere and do nothing except pay me, even if they technically pay app makers more than any other kind of ad.
i'm just not sure exactly how to implement it:
should the "unlock via Playing The Game" skins be completely separate from the "watch x number of ads" skins?
should the "unlock via Playing The Game" option be available on the same skins that have the "watch x number of ads" option?
should the "watch x number of ads" thing be reworked into just "watch an ad to add x amount to your current spendable score"?
should i go the scummy route and implement flat-out in-app purchases for if someone doesn't want to watch an ad to get a skin??? does anybody actually do that????? i'm too broke to comprehend the existence of that kind of person but they have to exist if half-assed apps (and tbh whole-assed apps) keep on acting like they're real
should i forfeit my dignity and integrity and do lootboxes
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mayakern · 10 months ago
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maybe there’s a reason other suika-likes don’t have a low gravity mode…
(this is a play test of an unfinished game i’m working on with @scookart)
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ninamodaffari · 9 months ago
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today when I was visiting the museum one of the docents asked if I was an artist (they were as well) and I said 'oh yeah I work for the sims' and seeing their eyes light up with recognition and say 'its like talking with a celebrity' honestly nearly made me cry, like. sometimes I feel like the stuff I work on isn't as cool as other games and the sims isn't talked about seemingly as much? but then something like that happens and its' just so cool.
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looloopaa · 5 months ago
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I made this pixel art intro for upcoming indie game Claire a la Mode! (Not the music though, that was our music guy, haha.)
It took me a few weeks and was a lot of hard work, but I'm really proud of the result. We have a demo out now on steam if you want to give it a try! We've got other games too, and I did pixel art in all of them!
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