@coldhealing Getting close! Honestly wasnβt until @claudeai released Opus 5.5 that it started to really become possible. And still takes time and work.
@clemmygames Here's mine: Build a colony, seize terrain, and go to war on the moon. 1:1 scale @NASA terrain scans (from LRO), in depth combat systems with real doctrinal tactics, and realistic sensor networks. #wipwed#IndieDevs
@clemmygames Here's mine: Build a colony, seize terrain, and go to war on the moon. 1:1 scale @NASA terrain scans (from LRO), in depth combat systems with real doctrinal tactics, and realistic sensor networks. #wipwed#IndieDevs
Hauler run back to base. The colony lives or dies on logistics, so getting these routes right is a big part of the work right now. #WIPWednesday#indiedev
@uncledoomer People have no idea how weird things are going to get in the next few years. We just sent an atheist around the moon and when he got back to earth immediately asked for the chaplain.
Sensors and C2 will be realistic and physics based. You'll have to work hard to build awareness across the huge 1:1 scale maps on the Lunar South Pole.
@NASAMoonBase Rooting for all of it. I'm building a game set at the lunar south pole, and that low sun makes it the most dramatic place I can think of for a base.
@outerspacetoday A rover built to ride out the lunar night at the south pole is huge. In my game the haulers are still at the mercy of their batteries.
@IndieGameJoe You know if youβre already a capable developer on your own, using the new tools will just make you faster and better. Kind of silly to fight something thatβs insanely useful and not going away. The market will adjust regardless
@WaterworldCapi1 Iβm building a video game on a Covid stimmy check 2070 Super, Iβll be damned if those little bastards are gonna steal my intellectual property. Come on Jensen!