Stephan Hövelbrinks

@talecrafter.bsky.social

Game developer. Artist. Working on Death Trash: http://deathtrash.com

In Rilke's letters to a young poet he talks about how artists need to work through creative thoughts internally and have patience with that. "In this there is no measuring with time, a year doesn’t matter, and ten years are nothing." I feel vindicated by a dead old poet, at least.

One issue I have with Death Trash is the world building inviting so many ideas, but choosing and implementing them being a costly endeavor. Example: "Edible servants." A short thing in my notes I spotted again and it draws my mind to places and scenarios. But that would be just the beginning.

Gamers will never understand that making a game means you have to make every part of the game, and that making any one part is difficult just by itself.

I can totally understand why some people are unhappy with the long development time for Death Trash (reason: complex game with small team), but what gets me is the "abandoned game", "dead game" calls while showing up to work every day like clockwork and even posting a daily development log.

I have become more efficient and productive over the last years, but I feel more and more like a person stuck in the past, not using AI tools. (I see how they can be useful and time-saving in some cases, but I hate basically everything else about them.)

So in Arc Raiders there is a door glitch. You don't need to know what it is, just that the gamers are brainstorming all the "easy" ways to "fix" the doors and it's simultaneously hilarious and horrifying. My two favorite solutions are "add a kill volume" and "put a second door behind the door".