u/domiDotZer0

Image 1 — Something making itself at home in my kid’s window frame
Image 2 — Something making itself at home in my kid’s window frame

Something making itself at home in my kid’s window frame

Noticed these this morning.

They’re each about 2cm long, don’t have it in me to touch them but texture looks like dried mud. We’re in mid/northern Italy. Could be quite old, this window hasn’t been opened much since last summer.

u/domiDotZer0 — 2 days ago

Where does all the time go… How long have you been working on your game?

I’m at the start of my game dev journey but I’ve been in software design and development for about 15 years. I’m really curious about where all the time goes when you see projects that have gone on for 6+ years.

How long have you been working on your game? How much time in a day or week do you put into it? What’s the part that takes up largest chunk of time?

reddit.com
u/domiDotZer0 — 2 days ago

Is it possible to make a game that draws clear visual inspiration from the same pool as Marathon (Wipeout, ZoE, Ghost in The Shell, Mirror’s Edge) without being accused of being derivative?

It feels like when an art direction is so distinct it creates a much larger “fallout/exclusion zone” around it than something more run of the mill. For example I think you could ape something like Street Fighter’s art direction pretty closely and while it might get brought up I don’t think you’d be accused of copying their homework (assuming your artwork is actually original), but if you showcased a game with clear visual influences from Marathon and its own references I think you’d have a hard time creating space for it to stand on its own.

Nevermind the plagiarism controversy that around fed into Marathon’s own development cycle…

reddit.com
u/domiDotZer0 — 13 days ago

Maybe it’s confirmation bias but I feel like I’m seeing loads of games based around delivering things. Any insight on why?The children yearn for blue collar work? Bezos mindvirus reaching maturity?

reddit.com
u/domiDotZer0 — 22 days ago
▲ 2 r/godot+1 crossposts

I’m at a point where I want to start getting a bit of a beautiful corner/visual demo set up and I’m a bit lost on where to begin with locking down some of those broad strokes. What order do you tackle things in? How much weight do you give each “area” (e.g. assets, effects, post-processing etc)?

reddit.com
u/domiDotZer0 — 24 days ago