I love transparent red oxide paint, it mixes soooo well with ultramarine and titanium white to make almost-black and any warm or cool greys
Posts by Sean Flannigan
But I also prefer working in smaller, hierarchically flatter teams where people work on and can have ownership on what features they are best suited for, and everyone can request or lend support when needed, regardless of seniority
Also like I have 15 years professional game dev experience but if you put me on (for example) shaders, I'd be essentially a junior in the role. I don't think it's particularly useful terminology!
I can't, it's so different everywhere. I don't really like the terms. Everyone has a unique skill set and people with more time making games have had more chances to hone and refine them (or branch out), but they don't always map to skills associated w. seniority like leadership or autonomy
The thing I like most about GameplayTags is their excellent integration into the editor + engine! I agree that there are better possible approaches (Qud is amazing) but GameplayTags are ready to go and can speed up development ๐
GameplayTags are so good!
And that's 3.5 years of testing the -release candidate build-, so it'd have to be branched and locked at the end of development for 3.5 extra years, not just a minimum 3.5 years of dev. Really this statistic just shows how difficult a job game QA is and how good QA people are at finding issues!
A comic strip titled The Amazing World of Tomorrow. A food delivery robot cooler drives down a sidewalk. It crashes into a rental scooter. It backs up. It crashes into the rental scooter again. The scooter wobbles. The scooter falls to the ground as the food delivery robot backs up again. A driverless taxi crashes into both the scooter and the food delivery robot sending them flying.
The Amazing World of Tomorrow
It's not -game- design, but I thought The Design of Everyday Things was quite good and got me thinking about game design and interfaces in a new way.
I always think about balancing sunk cost fallacy with "save it for the sequel", it's often better to make your current game as good as you can with what you've got, it'll be cheaper. Save new ideas for new projects. Your current project's ideas were fresh and new once too!
easy isometric pixel art is still coming... with a ton of new features!
create anything with easymetric soon on @aseprite.org
I should play Iji again
I wrote this comic 2 years ago. I was terrified when I wrote it but had hope it wouldn't come to pass and would be a reminder of how bad things got before we pulled back.
It not only has, it has gotten even worse. This is absolutely terrifying and will destroy lives if passed.
This is exactly how kittens work in real life too
Wow. Is this game inspired by that old Sim City interview where the designer said that if it were built to be a realistic representation of a city, it'd be mostly carparks? This looks great!
I wrote an Aseprite plugin script that automatically maintains an outline of what you're drawing
www.seanflannigan.com/blog/aseprit...
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Waterworld the quest for dry land dos screenshot
I played that
Nandeck is cool! A bit intimidating at first and kinda fiddly, but heaps nicer than editing card images by hand
Everyone's investing in this new software that steals something useful and regurgitates it into something completely useless faster than humans ever could! Time to incorporate it into all our workflows so we don't get left behind.
I wrote a blog post about this www.seanflannigan.com/blog/en-plei...
Mouse is pony rat
That's a really cool purse but is "From the 1900s" meaning like 125 years ago or after I was born?
Working remotely with Kitty was fantastic - I bet this will be a good talk!
A plein air setup - a tripod with a light U-Go pochade box with Cobra water-mixable oil paint on the palette, a couple brushes and small palette knife, a metal container for water, a small painting on the box. the scene takes place on a wooden deck facing two blueberry plants with bird nets over them and steps to a bushy garden.
Quick plein air kit test on the deck to make sure I've got everything I need before venturing out with it!
The best part of accumulating a giant backlog of games from bundles and steam sales has been the wealth of reference material ๐
The tutorial is for understanding the tools, the post tutorial scenarios are hopefully unique challenges where I can try applying the tools and get the economy working myself. I think all of those games' tutorials did a pretty good job on that front to teach me each game's unique toolset!
-to have a functioning economy, so I liked having the tutorial to get me to 'bare minimum functioning economy ' and then let me figure out how to make it work from there. What I really want from a strategy game is to understand the tools thoroughly but to be given new scenarios to figure out myself.