#DreamsPs4 code fact du jour: at the time @Kilo_bytes and i sat down to build the final architecture, i was really into Elm language and functional reactive programming. so, in dreams, the entire state of the game - everything, every object, particle, imp, camera, sound etc, /
I'm very worried about the future of the gaming market. All of these services where developers get paid by the minute are going to have radical impacts on design motivations and predatory practices. If you thought Free-to-play was bad, you haven't seen anything yet.
@saint11 This is a known issue with the pen tech in surface devices, I think a drawing glove can help. Check out some of Brad's reviews for more info https://t.co/l6lu1VrRJM
It's a pretty exciting time for game programming; more of the industry is realising that c++ is heading into crazy town, Unity is doing some v cool stuff with aot c# and we have Jai on the horizon 🕺🖥️
@ScottTRichmond Yep I've been enjoying the internal shift we are seeing. They have been making good hires and focusing more on the issues that are important to me to use as a platform
please share your most embarrassing game dev crimes. Mine: all the scripting in Gone Home is contained in 2 gigantic uScript graphs, bc I didn't know about interlinking many smaller graphs at the time. It's only 2 bc the first one started running too slow to navigate. Your turn.
@mikesouthphotos You have changed focus, so it is nice to grow a following that you know are interested in your content over potential anxiety of watching numbers fall
@AeornFlippout I feel your pain! We had a ‘fun’ one on LittleBigPlanet 1: 2 weeks to gold, a Japanese QA tester started reliably crashing the game by leaving it on over night. We could not repro. Like you, days of confirmation of identical environment, os, hardware, etc; each attempt took /