INTRODUCING:
PROJECT PHANTOM LIMB
SCOUR THE NAMELESS ISLE AND ITS EVIL FORTRESS
BATTLE WICKED SOULS AND SEVER THEIR BODIES
RESIST DEMONIC POSSESSION
(Releasing later this year)
Posts by goba
funny that i did that and then its not bound to that button
is this anything
idk anymore. elys spin
i am a lowly unity dev but it inspired me to spend a week I should definitely have been working on my actual game to reimplement func_button and func_door and func_tracktrain and logic_relay and whatever else for fun using Trenchbroom and Tremble lmao
was binging your articles the other day after getting stuck in the "fuck i wish i was using hammer and source's entity io system" hole every dev gets trapped in once in awhile
Carter's Quest Act 2 (2026)
there's still a few things I wanna do but I'm still not finished with the end of Act 2 so we'll see if they make it in before it goes out to people.
act 1 is getting some* new character models, massively overhauled combat, some touched up cutscenes, some added side content in the open world, and a completely reworked base kit for carter all for FREE because I'm GENEROUS
* will probably touch on the rest at a later date
redoing some camera work for the most important cutscene in act 1 its no big deal
tell me with a straight face you don't love to watch this man move on your screen
makes me wish indie teams had more money sloshing around. every indie team is full of generalists, but usually like 2-5 and not the ~30 people that made half-life 1. we could do so much with that many people
I'm doing a bit of fun, non-committal preproduction on a game with modding as one of its pillars right now and it's shocking how much you need to go out of your way, these days, to expose that sort of thing to the player. it used to be taken for granted!!
recognizing this as a strength of valve isn't, like, a new thought. literally every dev who got their start modding valve games wants this level of toolchain integration. but I think it goes deeper than just "Hammer Good" (it's honestly pretty clunky) and its more the general philosophy
I really long to form a team *this* integrated from a toolchain perspective. Recently, I've been the team member making the tools, and I really try to think about how to unlock expressiveness from the design-side through the choices I make while creating tooling.
the way visibility computation is handled in source 2 is another example. they totally reworked how the engine handles level geometry, but they went out of their way to mimic the benefits of brush-based, compiled levels in the new engine during the visibility step.
you can really tell that the technical side of development is deeply integrated with the artistic side. like the programmers and designers and artists actually speak to each other and accommodate each other. that shouldn't be rare but it absolutely is
the way L4D navmeshes work is, in a way, a lot more roundabout and hard to implement, but its designed in such a way that it makes it *easy* for level designers to articulate the flow of the map without having to sacrifice their vision for the layout
been immersing myself in Valve games lately (gobas only do this when they're very distressed, etc) and I'm noticing something.
it really feels like they go out of their way to make their internal tooling integrated with the artistry in a way few tools really do in gamedev
a new look (hair unfinished) how do you like it....
fair fair! thank you!
@radiatoryang.bsky.social I have a question about an old draft repo of yours I found while doing some research for a project.
Did you ever figure out a way to pump arbitrary sound data into the Windows.Speech APIs?
github.com/radiatoryang...
guess who's character controller is almost finished ๐
this just healed my inner child โค๏ธ
buy carters quest on steam
thank u goba for letting me play with your action figures. always a blast
cool ass attack made by guest animator @bloodcrisis.bsky.social
indie game dev is a small club. and we all talk. about you. we all love you so much but we're scared to tell you
knowing the stats, almost no one outside of the Anglosphere buys Carter's Quest, so I'm more than willing to lower prices in those regions to hopefully interest more peeps
steam introduced the new conversion types literally hours after I submitted the price change request. Gonna look into submitting a second request to adjust worldwide pricing down to purchasing power parity-adjusted pricing, because yeah there's a good few anomalies in the pricing