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Hi, I'm Nathan (he/him), and I'm an NPC. #introduction #introductions 

Which didn't matter until I recently tried to use DuplicateObject on the parent, and apparently it only does a deep-copy on objects that are parented properly. *The More You Know*

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Today in gamedev: fixing a crash due to a mistake I made in setting an Unreal object's parent wrong in code I wrote over a year ago, which I thought might be wrong at the time but ignored...

A (test) text representation of a procedurally generated train car. It has a water spigot (s), obstacles (#), machines (m), and plants (p)

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This builds on the idea of "Gardening Games," by Max Kreminski: - you are tending and growing things sustainably, not mining resources to bring back to your plants.

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Very excited about our design: growing plants to reclaim cars in a nigh-infinite futuristic train (think Snowpiercer) by repurposing wasteful machines to collect water.

An NPC Dev boosted
An NPC Dev boosted

playing with live propagation. this was the first time i was happy with the way the noise breathed over time.

An NPC Dev boosted

make political games

make games about problems facing humanity
make great games
make well meaning but flawed games
tell your story, help those less visible and privileged tell theirs
embrace realism
embrace constructive escapism (granting safety + empowerment to those denied)

Some very parallel grid-like tunnels, opening into a larger cavern.

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Here's a few more cool patterns.

The parameters to get output like this are:

--tileset=tilesets/calciumtrice-outdoor/larger-tileset-purple.json --failureMillis=5000 --size=15 --optimizationMillis=5000 --optimizationScreens=0

(Requires latest code from

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Expanding the demo tileset for GroundCollapse, my constraint-driven procgen tool. It can create some very strange patterns when generating larger chunks!

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I just found out about watabou's new generator: One Page Dungeon generator (which is maybe just a one-level dungeon generator). Very pretty maps, too.

In the demo, you can move through an infinite landscape, and the constraint solver guarantees that every tile will fit with its surroundings.

But if you return to where you were, you may find that the landscape is not how you remember it.

The tool could be very flexible. You can add constraints and optimization rules, change tilesets, different visualizations, etc. Code:

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For , I made a tool and demo for generating infinite 2D terrain in a dreamlike, ever-changing landscape. It uses constraint solving based on Wave Function Collapse! It's now open-source and free to download from:

For - work-in-progress generated terrain, using constraint solving inspired by Wave Function Collapse, for

I finally got to just code for a few days! Feels great to create new things again. Much more immediate than other games research work I do.

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My takeaway from :

1. Make games about stuff you care about. It will resonate with people.
2. Do your research when depicting trauma and marginalization, especially with narratives.
3. Everyone has a story to tell. We'll never have too many games, just like we'll never have too many poems.
4. Open source your writing tools. Someone else might use them.

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i love the weird process of navigating through all the half-games and mysterious bugs which make up a game at various moments in its creation.

a completed game can respect and contain those, rather than stomping them out of existence with some perfect, seamless, final object.

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