Keep posting this so people don’t forget how truly bad this event was.
Don’t let people gaslight you into thinking it was peaceful and worthy of 1500+ pardons and slush fund payoffs.
Had to take a few weeks off from Transfer Home dev work, but found some time this weekend. Nothing exciting, refactored how UI is displayed, only semi-interesting feature implemented is the top speed stat on level success.
We’re obsessed with the idea that poor people might take more than they need, but we rarely question why some wealthy people are never satisfied with what they already have.
Added atmospheric planets today. When the player gets within the planets atmosphere, they shed off speed and some particle effects play. The shader on the atmospheric planet took far too long for how little of an impact it is lol
I started development on a puzzle game where you have to return stranded astronauts back to their home planet with limited fuel, using various planets gravity to slingshot them home.
I'll be posting random updates and progress to share the journey
Okay this version doesn't make me want to puke which is a big improvement.
I guess the next step is banging my head against the wall in Aseprite until I'm halfway competent pixel artists to make some fun background sprites. Ideas welcomed :)
Spent some time today messing around with adding black holes that will act like worm holes in Transfer Home today. Learned a lot about manually manipulating the position of a RigidBody2d in Godot.
Sets up for some interesting level design possibilities in the future
We decided to break marketing's monopoly on customer-facing content and hand sales the keys. Everyone told us this was a bad idea.
Four months later, sales is creating assets 4.5x faster, marketers love us for it, and Anthropic just published a case study about it.
Read the full @AnthropicAI case study: https://t.co/iqkHaVWGLQ