sam

@samloeschen.bsky.social

"Leading" "engineering" at Messhof. Made Wheel World. Making a new thing!

So I've tried taking the AI pill for the better part of this year. I have tried every level of agentic workflow they talk about on X, really trying to adopt it because as much as I morally object to it, I have to pay a mortgage And I'm coming to the awful conclusion that I'm just not built for it

Have the pleasure of upgrading Messhof's gitlab server today (letsencrypt auto-renew stopped working). Apparently the upgrade process for gitlab is, _manually patching_ between TEN versions, in between each running SQL queries manually to make sure it's _actually_ finished. What a piece of shit

BIG HOPS TOGETHER is out now! - Play the 15 hour adventure with 8 players - Pick up, carry, and throw your friends - Tongue swing from other frogs - Steal items from each other's backpacks - Story progression and collectibles are shared - 40% off for the next week Link below ->

What's the best Linux laptop that isn't a framework? I currently have an ROG Flow z13 and it's pretty annoying so I want to replace it, but don't want to wait for a framework pro

crazy to say but having seen a few friend's games get absolutely binned by their publishers this year I think that given the option, descoping until you can self publish would actually be the less risky decision at this point

i feel like this is actually a long-term net positive for small indies making highly bespoke work. people are already sick of the scale-chasing in big games that are made with conventional tools, which is by definition the best result that AI tools _could_ accomplish

Damion Schubert@zenofdesign.com · last yr.

Putting aside issues of quality and plagiarism-- One of the things players want in their narrative is novelty - unique, memorable and compelling characters and situations - and AI is pretty terrible at creating novelty without being extremely nonsensical and weird.

geez, nightreign is so good. no notes. most fun i've had in a multiplayer game in a long time. i actually really dig the pacing, kind of reminds me of a platinum game in a lot of ways. i wonder if any ex-platinum people worked on it