@Farbs
Focused on creative coding but maybe this one?
https://clinicopensourcearts.org/index.php
Game maker, professor at Carnegie Mellon University. My employer has many, often contradicting, views. He/him.
https://www.molleindustria.org/
@Farbs
Focused on creative coding but maybe this one?
https://clinicopensourcearts.org/index.php
@jimmunroe I think the world is ready for a Disco Elysium-style internal family stats applied to the relational scenario of a visual novel
@ldx @bitsy @cyborgurl awesome! Thanks!
NEW RELEASE!
Meet me a the Workers' Club
An interactive exhibition about art and revolution.
Happy May Day!
~10 min | browser
DON'T LOOK AT THE SUN
An open world Downpour documenting my experience of the eclipse.
It contains ZERO pictures of the eclipse.
https://downpour.games/~molleindustria/don-t-look-at-the-sun
@gray17 Yep that's exactly what happens. You just don't have to put all the news in the front page :)
@gray17 Yeah you can change the speed but it starts at the lowest setting. Maybe I'll tweak it at the next release. I was more worried that people would get bored.
Do you have any plans to include an image-to-bitsy tool in the core engine?
My students keep trying to use those hacks, but because the format changed they end up screwing up their game data and littering their tiles collection with a million bitmap chunks.
I wrote some release notes about the New York Times Simulator, inspirations motivations etc.
It also includes the game data with notes for each headline in the game.
https://www.molleindustria.org/blog/the-new-york-times-simulator-release-notes/
@morpheu5 @capetaun
Avete giocato alla serie Global Conflicts?
Sono usciti 15 anni fa ma erano veramente ben fatti
https://seriousgames.itch.io/global-conflicts-palestine
📰BREAKING NEWS: I made a new game
The New York Times Simulator
Select the news, edit the headlines, gain the approval of powerful friends, add new subscribers!
Free | for browser | ~10 minutes
@allpurposemat well we are a private university (~$40 000 a year) so the government has no role in the curriculum.
We have one game programming course without engines offered by the computer science department. Maybe you want to pursue a computer science major and specialize in games.
@dakuru I used to be confident in the possibility of teaching game design in a tech agnostic way, but I'm not so sure anymore. People who teach with analog and tabletop tools end up teaching very tabletop and analog things that don't transfer to most videogames. Others just make students produce design documents, others teach programming with focus on typical game patterns.
What if there is no game design that is engine-agnostic? I'd like to see some syllabi that tackle that.
@sos You provide two great examples: a game like McPixel (mechanically speaking) could have been made in 2005 in Flash with very little programming knowledge, now not so much.
Moshpit Simulator is (among other things) an exploration of Unity's possibilities and limits, I don't think it would have existed with the same immediacy outside of it. It would have been... a different punk game.
@v Yes, that's a much more concise way to put it.
@sos Yes, but that's a kind of programmer thing to say. At the moment there is no alternative that maps perfectly to Unity, so a switch, for many game makers, would entail reconsidering the kind of games that can be made within their particular timeframe/budget/expertise
For beginners, non-programmers, and low budget studios, the engine defines the boundaries of what's possible (and plenty of experimentation can happen within those boundaries).
There is no direct interchangeability because so many design choices have been predetermined by the available tools.
When Adobe killed Flash people were like "good, we have html5 now" which is certainly true for web development, but a whole set of games that were enabled by Flash simply stopped being made, or were made with less frequency because they suddenly required more expertise/budget.
As more indie devs adopt Unreal I'm starting to see extremely Unrealy/blueprinty gameplays...
Something I noticed in these two weeks of Unity discourse is that developers are so immersed in their specific practices that struggle to grasp how different genres are dependent on, and entrenched in, currently available technologies.
8 bit platformer dude: "Just switch to Godot"
ascii game dude: "Just make your own engine"
Third-person shooter dude: "Unreal is clearly the best choice now"
Ok dudes (it's always a dude) but... it depends?
WHAT?!? Due to the Unity shitstorm I missed that the long awaited Nour by Terrifying Jellyfish is out NOW!
It's a food-themed eye-candy musical sandbox unlike anything I've seen before. Luscious visuals and superb technical art.
$12 | Mac, PC, PS4/5
http://food.game