cronch

@paprika.live

🐇 game designer extraordinaire #gamedev 🐇 aspiring uberhuman supergenius 🐇 pfp by @owlylly.bsky.social 🐇 @captcronch on twitter 🐇 my ludography: https://captcronch.itch.io/ 🐇 🇧🇷

Kelly Slater's Pro Surfer (2002) how the did they get the water to look like that, this is incredible I don't mean the reflections, look at the shape of the wave as it moves, the lighting, the glow.. This and the game loop are **amazing** and needs to be studied This is lost technology oh my god

in light of my announcement of candidacy for World's Biggest Quitter, i have made a starter pack of other furry and furry-adjacent devs you should totes check out cuz they rad furry+djacent dev moots feel free to slap my hand if i missed you, bsky's ui for this stuff aint great and i am BAD w names

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So apparently there's a Godot For Switch port on the Nintendo forums? Like I thought I had to go with one of the handful of publishers or do it myself, but if I can just, go grab the open source Switch version of Godot? Holy fuk old.reddit.com/r/godot/comm...

I ported my Godot game to Switch 1 & 2 and Nintendo just approved it!

I’ve always designed my game *Dawnfolk* with handheld consoles in mind, so bringing it to Switch was a must for me. At first, I thought porting...

old.reddit.com

I see some concerns raised about Godot's policy on contributions using AI. TL;DR: Godot isn't vibe-coded. As a whole, the Godot foundation and maintainers are fairly critical of AI usage, and don't make nor accept vibe-coded contributions. Godot doesn't include AI features nor intends to add any.

Godot's current policy on AI-assisted contributions reads like this:

"The use of AI to contribute to Godot is discouraged, and contributions made entirely by AI are prohibited.

We acknowledge that AI can be useful, but we are convinced that human effort results in better and more relevant contributions.

If you do use AI, we expect that you put in effort to proofread and improve anything it generates, and that you disclose what you used AI for. As maintainers spend significant time reviewing your code, please make sure that the code you submit is well-tested and functional. Please be respectful of their time and only submit something you have put thought and effort into."

Gamedev grindset schedule (GUARANTEED SUCCESS): 10 AM wake up 11 AM watch devlog videos 1 PM read indie game marketing blogposts 3 PM relax with "making a game in 24 hours" videos 6 PM open engine and leave running in the background 9 PM scroll feeds 1 AM wind down with a GDC talk 2 AM bedtime

thanks to my gamedev socialization now every time i see a steam game whose description starts with repeating the game's title i cringe a little inside

for decades, the nascent field of game design has been wrapped up in one question. how can we make the player feel true power? how can we truly question their morals? this is why for my newest game, i have put myself in a hydraulic press that will descend 1 cm every time a player beats a boss