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Posts by Devin Kelly-Sneed
Congrats to you and the rest of the team! I played through this over the last few days and found it hard to stop. It’s cute, delightful, polished, and has a wonderfully positive view on human community that feels so good to see these days. Thank you for putting so much love into creating Mythmatch!
Why would I stay away? I bet his hugs feel amazing!
Not wrong. I kind of wish it were boxes and triangles. Both kiki, but with the number of sides corresponding to odd/even. And I suppose the word Odd starting with a circle is a reasonable argument for the current standard.
I’m so sorry, Kee. A lot of what they do with Raz is my fault. I made those bugs.
Neat concept!
Got this in only two guesses because it uses a ruleset I was already familiar with. I like how it highlights the rule violations on incorrect guesses. Looking forward to more!
I just built 5.7 in vs 2026 this past week using the 2022 toolchain. The things I needed in the installer were under Individual Components. Searched for “14.44 build tools”. I think the two things I needed were MSVC and ATL.
Edit and Continue worked in the gameplay code on that project. Was a delight!
I hope so
Bee Magic is a wonderful puzzle game (go play it!). Using movement patterns to cast spells creates interesting challenges with the level design. Really nice to read about design iteration on the map!
From @leepetty.bsky.social and Double Fine Productions, our new game is Keeper - a beautiful and surreal third-person, atmospheric puzzle adventure, and a story told without words.
On October 17 2025 — The Keeper Shall Awaken! Wishlist today, and find out more on www.doublefine.com
You are the bed now.
Last year I wrote about the movement systems for Raz that we built on top of Unreal’s CharacterMovementComponent. This covers the architecture of our Move Mode system, how a few of our custom modes work, and a bit about dealing with inconsistent gravity.
doublefine.com/news/behind-...
The most egregious scrabble play I’ve seen allowed is “MRT”. As in the actor Mr T. The folks at that table had a very unique interpretation of the rules.
Poor quality drawing of a dog with a head shaped light a twisty cfl light bulb
Mine didn’t come out right…
And if you haven’t already played Psychonauts 2, it’s currently an absurd 90% off on Steam: store.steampowered.com/app/607080/P...
I hope to find time to write more of these. It’s great to be able to share behind the scenes info for others to learn from. And the process of writing helps me think about how I might improve similar systems in the future.
I wrote a small series of articles earlier this year about some gameplay features I worked on in Psychonauts 2. A little look into how we built and tuned the systems. Here’s the one about Raz’s jump: doublefine.com/news/devin-a...
Any results from the chilled dough portion of the experiment?
Wow, 512 followers! Intro post time! I make games (current: Double Fine, past: LucasArts, Dynamighty). Mostly a programmer, but some design too. Other interests include music (piano and composition), puzzles, and being outside. Quiet, but sometimes I like to write about gameplay systems.
I played 868-HACK during my daily commute for years. Fantastic roguelike with interesting risk/reward choices, simple controls, and turn-based gameplay so you can play at your own pace. Very excited that a sequel is in the works!
The beautiful sounds are for my officemates, not me
Oh this sounds like me. I’d appreciate being added!
Very cool, nice progress!
I have fond memories of playing a bunch of these with you! Also Mario Kart on the broken tv where green and red shells were slightly different shades of brown.
That dopamine hit is the real reason to avoid premature optimization
Navigating a brain involves running, climbing, and more.
Player Movement and Powers Feature Lead Devin Kelly-Sneed (@devinks.bsky.social) has once again sat down for a closer look at Psychonauts 2. This time, it’s all about movin’ around!
Read more: doublefine.com/news/behind-the-code-move-modes
I have a vague recollection that there were reasons we didn’t use EQS for this feature, but I wasn’t involved in the decision and unfortunately don’t know what they were. Best guesses: EQS being labeled “experimental” or concerns about it being too tightly tied to AI systems.
Most of the time game thread wasn’t the limiting factor in frame rate. We considered various optimizations (multithreading, storing targets in an octree, etc.) but didn’t end up needing to.