I bang my head against the keyboard, sometimes making a game in the process. Currently working on the first-person text based adventure game @TextQuestGame.
Excited to announce "Hotel Infinity", a game where you explore a mysterious hotel in roomscale #VR
It's a follow-up to Manifold Garden and builds on a lot of the same ideas (portals, impossible spaces, etc)
Launching in 2025 for #PSVR2 and #MetaQuest3
https://t.co/u6SY5P3Z7r
@nikagenryuusai @_kzr Some older 3D hardware (like the PS1) didn’t do perspective correction automatically so textures would kind of wobble when you looked at them from different angles or as the camera moved through space.
Folks things are heating up in the Indiana Gamedevs discord as voting continues for our game jam. We have corn manifestos, fights over if severe weather in midwest enough. You've got 24 hours to make a difference - join the discord and vote. https://t.co/isYyP3iV3P
Hi friends, IGDA Indianapolis is running a Midwest-oriented game jam. We're in the final round of theme voting starting today. Feel free to join us on our Discord to participate next month, or read up on the jam. https://t.co/isYyP3iV3P
@FreyaHolmer To put it another way, I’d suggest you only handle the mesh data (including materials) with your asset. Let users drag that into the scene to make a GameObject, then make a prefab themselves. That way you don’t have to track the prefab or make assumptions about the users workflow
@FreyaHolmer I think this workflow resembles the standard model workflow quite a bit. The core asset contains the primary data while the prefab instance contains the practical application of that data. This may just be a situation where there’s not an ideal solution to eliminate user error…
I'm hiring for the Big Hops team!
We need a Content Designer with some code experience to implement content, quests, build cutscenes, and design levels.
https://t.co/XbA4sumw2z
#gamedevjobs#gamedevelopment#indiegames
@FreyaHolmer I threw a quick custom attribute together to drive this behavior so it could be used more easily across scripts without needing a custom editor for everything. It needs some cleanup obviously, but it shows that this kind of undo is possible.
I open sourced this VO tool: https://t.co/nl3xfixVSE
To make this really powerful you'll need to write tooling to scrape your game and generate voice line assets to be associated with text lines, but this at least removes the hard part of getting scratch audio in fast.
We need help adding character to our emergent systems / frog parkour platformer! I want more applicants for a Technical Animator / Artist role so:
- expected pay is $85k
- if you connect me with the person we hire I will send you $500
https://t.co/CU3Iq9xD1q #gamedevjobs#gamedev
Hi there! I'm hiring 2 roles to help us build Big Hops.
Both are longer term contracts, remote-first, good pay, and ideally full-time (but could be part-time for the right person). We'd love to hear from you even if you don't quite fit all the requirements.
More details below!
@mildmojo Hyphens ( - ) have the possibility of being mistaken for the em dash ( — ) while underscores ( _ ) do not, so I tend to use underscores. I’ve run into some editors that don’t like hyphens as well, so underscore tends to be the safer option in my experience.
@chriswade__ Only challenge with that is the labels would draw in scene at their appropriate positions, but you wouldn’t be able to see the labels in the hierarchy so you’d probably want to have a separate tool to list any notes in the scene 🤔
@chriswade__ Spitballing a solution. You could probably use a combination of ScriptableObjects for storing the position, scene, and text data, and a static editor class that detects scene load/unload and spawns labels with hide flags: https://t.co/kOkS2fPMnC