catnipped

@ossianboren.bsky.social

aka ossian game designer | solo dev on METEORITE she/they/he | based in Gothenburg, Sweden hire me 🛸 @flyingsaucer.se / https://flyingsaucer.se

the software that LLMs write is not software i want to run on my computer. the text LLMs generate is not text i want to read or write. the images LLMs generate are not images i want to see or make. the music LLMs generate is not music i want to listen to or write.

I think this is one of the cruelest, ultimately self-sabotaging decisions you can make as a company. Why on earth would you stop employees finding happiness and fulfillment in the act of creation, widening their worldview and skill sets - and being able to bring some of that back INTO your studio.

Chris Kerr@kerrblimey.bsky.social · 2w ago

NEW: I spoke with multiple video game developers and a U.S. employment lawyer to learn more about restrictive side clauses that often prevent employees at major companies from pursuing hobbyist work or personal projects. In an industry renowned for creativity, why are we stifling it?

you’re right that it’s really hard to start off right, but i like to define how the experience should feel for the player. ie ”they should get to level up about once every hour” and then go backwards ”if the player would level up once per hour, how much should they gain from that”

A question for all my game dev followers: What are your strategies for evaluating pacing curves for singleplayer games during development? Stuff like “is the pace of level-ups right” and “are we giving out the right amount of currency”

the point of the Lily2D framework is to get folks to learn to code and become efficient coders - I've basically levelled up from bad Lua coder into dreaming about structs, building my own GUI frameworks and WGPU pipeline packages for the engine (which will be released for free!)