norado boosted
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…but personally, I think you should pick up the extra story DLC chapter BATTLE ON THE BIG BOARDWALK for $10 while you’re at it. Support GITCL’s development and get all new items and abilities in this action-packed beach episode!

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My lesbian road trip RPG Get in the Car, Loser! is NOW AVAILABLE! Join Sam Anon on a trip to save the world from an ancient evil, flirt in the backseat, and hit every diner along the road.

The main game is free on Steam and Itch…

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My lesbian road trip RPG "Get in the Car, Loser!" will be coming out this September! Learn more at

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Hey so tomorrow (Monday) I'll be part of the Indie Soapbox at GDC 2021. I'll be giving a dense 5-minute talk about peer-to-peer apps, LibP2P, & a project I've been working on which is like Mastodon but one step more decentralized. (Instead of requiring servers to hold accounts, users send data directly to each other over WebRTC.)

I'm not sure if this talk can be watched for free or not. If it turns out not, I'll see if I can upload it to my YouTube. Otherwise it's here:

norado boosted

Hey so! I'll be doing a streamed talk at DCG201 (DEFCON New Jersey local) this Friday, 7PM EST, as part of a program on VR tech:

My talk's subject: LOVR.ORG (the open source VR library I use); nuts & bolts of VR dev, and how to get started; my game SKATEGIRL DESTROYS THE UNIVERSE (
@mermaidindustries ); and a look into SKATEGIRL'S internals.

The talk after me (7:30) is by Nevyn Bengtsson, talking about, another LOVR project.

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The COVID-19 bill is released and hidden in it are two *enormous* copyright provisions; the Tillis bill that creates a jail felony for streaming infringements, and the "CASE act" that creates a totally new low-friction DMCA-takedown-like court that can levy five-digit fines for…well, pretty much anything, without the checks on abuse a normal court has or (to my read) adequate notice to targets they were even sued.

These have real potential to harm average Internet users.

SHMUPs and modern game design 

So I've been getting into SHMUPs recently and they are just fascinating from a modern game design perspective

They are one of the few games left where Highscore is an important part and they innovatived a lot there

They are also the only *genre* I know of that does not use the whole screen for gameplay reasons

They are *extremely* short .
Most games are <45 mins and don't really have a lot of randomness

Everything is focused on mastery and it's kinda beautiful

Z-Buffer culling / Hi-Z 

I am looking for info about Hi-Z buffer usage across modern GPUs

I see a lot of people manually generate a mip'ed depth-texture, but as far as I can tell every modern GPU already uses a Hi-Z buffer automatically (as long as you don't do depth writes in the fragment shader or have a ton of depth buffers etc) ?

Anybody know if you can rely on or check this across GPUs ?

Can I reproject it In a shader without losing GPU support ?

Panzer Paladin / vestigial Gamedesign 


I wrote "vestigial Gamedesign" because that's what this is

Most of these things are just non-functional leftovers from eras with different goals

e g. Continues -> there to make you put in more quarters

Long levels + insta death + sparse checkpoints -> more quarters

None of these lead to a more interesting or rewarding play experience

You can challenge players without disrespecting them and wasting their time

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Panzer Paladin / vestigial Gamedesign 

Don't have a lives+continue system that erases progress, players are already getting punished by being stuck !

Don't have long levels just for the sake of it, make memorable encounters !

Don't have instant death *and* sparse checkpoints that force you to repeat huge sections !

Don't have offscreen enemies you can't react to !

Please, if you make a game in a "traditional" style, think about what you put in and how you treat players, we can do better


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Panzer Paladin / vestigial Gamedesign 

Just tried out Panzer Paladin

Looks great, incredible soundtrack
Awesome cutscenes
Good game feel, though the mech feels too sluggish and not powerful enough compared to the pilot

But I need to talk about a general Gamedesign thing that happens everywhere, in particular these "retro" games

You do not need to copy old games in terms of their mechanics or UX !!!

We know better now in most cases


Kipo and the Age of Wonderbeasts 

If anybody needs a series that is gorgeous to look at, positive and fool of friendship, drama, cuteness, action, and everything else..

Watch Kipo.

It isn't perfect but I just binged all 2 current seasons and it has been a long time since an animated series left an impression like that on me

norado boosted

Hey y'all, tomorrow, Sunday, 2 PM ET / 11 AM PT, me and @zandra are going to be doing an interesting stream:

We are plugging together ALL these emulator hacks:

To play Super Metroid AND Zelda: Link to the Past, both games merged with portals between the two, items jumbled around between both games randomly to change the order things happen in, 2-player coop over the Internet (with item sharing).

Improvement and discomfort 

Here is a very good article talking about how to get better at things and why comfort can be the biggest enemy to doing so.

P.S.: this is not RTS specific an only uses the authors journey as a framing device to explain the bigger issue

Artists / hiring practices 

So I've occasionally commissioned art over the last ~2 years for some game prototypes and personal projects, all found via, as it was the only site where you could search in a somewhat directed way without having to make an account or becoming part of a scene or service (twitter, forums etc.)

And I found that whoever hires artists at Riot games really knows what their doing

A huge percentage of artists I like in any genre or style work(ed) there

CSG , SDFs , exponentials suck 

So I'm building a little 3D CSG editor and wow, does going from 2 dimensions to 3 suck

I currently have a 128^3 size single channel half float 3D tex for the SDF

I am dispatching a computer shader thread for every voxel. Each gets a list of SDF edits (params, operation, position, scale etc. Currently 64 byte per edit) and evaluates them in order for their voxel pos

And at 2 edits I already can't keep up 144 fps :(

Hierarchical eval and sparse SDF here I come !!

norado boosted

Gamertag is how you say good morning in German

Rust - small breakthrough 

Hey I finally managed to write a simple type-agnostic* linear allocator in Rust and just needed 1 line of unsafe code

* I mean an allocator of a fixed sized that just bumps a pointer on each allocation, but can actually return slices of different types to a single contiguous range of memory.
Now I wonder if I can store the outgoing references and invalidate them or can use some kind of borrowed pointer so you can't just continue using the memory after a reset

Rust question 

I found it.
You write:

trait traitname : trait1 + trait2 [...] {}

And if you have any bound like the std::ops where you have to write your traitname like

<Output = T>

You write:

<Output = Self>

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