I met the legend, Oscar Mikey, and we chatted about ZERO Sievert 2: youtu.be/IuOOY1EOVAk
I Asked YOUR ZERO SIEVERT 2 QUESTIONS to The Developers And This Is What They Said...
YouTube video by Oscar Mikey
youtu.be
Giuseppe Navarria
@techdesign.rocks
Tired of the AAA industry. Started a new london-based indie studio @weareunderdog.bsky.social | prev. Splash Damage / Gears Tactics, Gears of War franchise. Passionate retrogamer. He\Him.
I met the legend, Oscar Mikey, and we chatted about ZERO Sievert 2: youtu.be/IuOOY1EOVAk
I Asked YOUR ZERO SIEVERT 2 QUESTIONS to The Developers And This Is What They Said...
YouTube video by Oscar Mikey
youtu.be
Amazing game, I remember seeing it around in Italy too
POV: you're in a spanish arcade in the year 1999
it's mindblowing and also a little bit scary that 200k people wishlisted our game on steam so far! From the entire ZERO Sievert 2 team, thank you <3
we just hit 200k wishlists on Steam so we made a new video to celebrate the milestone with the ZERO Sievert community: youtu.be/dmOqWoU6ZKI
I've been porting this old flash game of mine from actionscript 3 to C++ (custom engine) and it runs at 5000+ fps at 30% gpu usage... I'll add gamepad support, achievements and a nice CRT filter or two and I'll put it on steam/itch for free, maybe port it to sega megadrive?
yours truly is in this one, you can even look at what I'm listening to on winamp
oh look, it's the new ZERO Sievert 2 dev diary! this week we talk about our weapon system and how we're handling hit detection and recoil: youtu.be/V13vQ3cH_Yg
Linus Torvalds clarifies the Linux Kernel position on AI use. It's not one to be celebrated but, if you're an engineer, as I've been saying, it's one to be understood. source: lore.kernel.org/linux-media/...
Hey, it's a new video featuring Tomo, our environment artist, working on pieces for the Forest map in ZERO Sievert 2: www.youtube.com/watch?v=7eVH...
Creating procedurally generated maps in ZERO Sievert 2
YouTube video by Underdog
youtube.com
Today we’re celebrating the release of Angels Fall First, which is now available on Steam in 1.0! Romero Games’ Art Director, Josh Grafton, is part of the development team behind it. (Strangely Interactive) He spoke about the game. Check it out! 🖤✨ store.steampowered.com/app/367270/A...
always loved this artwork, in my mind the frame is part of a gate like the door in the background, great sense of scale, it makes me sad that videogames are just not this cool anymore. the game is Ishar, by Silmarils, legendary french developer
The artwork of Ishar: Legend of the Fortress by Mark Harrison used on the cover of the #MSDOS and #CommodoreAmiga releases in Europe and North America (Amiga version). Usual upscale/clean/retouch process applied.
Senior Narrative Designer for Gunfire Games, 6 months fixed term only. recruiting.paylocity.com/Recruiting/J...
Gunfire Games - Senior Narrative Designer (6-Month Contract)
What We Do:At Gunfire Games, we’re passionate about creating unforgettable worlds and experiences. With a legacy built on titles like Darksiders III, Chronos, and the Remnant series, we continue to pu...
recruiting.paylocity.com
Literally this, if you think it's not effective or it's not where things are going you haven't tried it recently I'm afraid...
every developer who has earnestly tried in the last 6 months: lol we fucked lmao everyone else: developers are nazis who dont care about water I guess
Show me a cool physical game... Or more than one
show me a cool physical game
You may be using Claude, we have Jean Claude, our new AI colleague, he's great to rubber-duck debugging sessions with
ANACHRONOX IS 25! And I am releasing the full story! Check out my fun little adventure! www.instagram.com/p/DaHIHYIBYHU/ #anachronox #retrogaming #games #doom #wolfenstein #riseofthetriad #commanderkeen #rpg
Oh man, I loved this thing, I remember calculating the position of camera and objects on graph paper then trying to render
pov-ray, ray tracing software, promotional screenshot, windows 3.11 (1996) web.archive.org/web/19961224...
a PS Vita sized handheld that runs SteamOS specifically made for indie games, yes please.
Steam Machine seems cool. Now make a Steam Deck that's half the size, less powerful, and cheaper www.jank.cool/the-device-i...
there's a parallel universe where Skate Jam, the sequel to Space Jam starring Tony Hawk existed and subsequently over there they never had 9/11, wars, covid. They cured cancer and climate change just got solved too
This octoroks so much, it totally Hyrules.
🎨 The Hyrule Fantasy
The reason Valve has defined AI code as separate from AI gen is that 100% of games released on Steam now contain AI code in them. 100% .. Through unity3d, UE or Godot or the steam SDK itself. Every artists must question how much of their tools rely on AI code underneath, and reconcile with it.
Unreal quadrupling down on AI? Well, if you're considering Godot, keep in mind that the last version that was not made with AI contributions was 4.5. You can perhaps extend some courtesy to 4.6, but 4.7 openly includes AI-generated code and LLM-assisted changes. Do with this info what you will.
This is the key to understand, AI-assisted doesn't mean "vibe coding" or poorly written code. Vibe coding is literally prompting without even checking results. You're still responsible for the code you try to push into any repository, effort and programming knowledge is still required
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.
I envy your surefootedness. I must admit I am unsure the genie goes back into the bottle and it's given me terrible anxiety. I think for art, for music, I agree there is no future for AI-gen there...none For coding, I am not so sure, the evidence is pointing to it being a permanent fixture.
I was literally saying this but bunch of people in their bubble went "you're wrong I'm not using AI", sorry but the industry at large is using AI for coding and it's only going to grow, do what you want with it, it's just what it is.
Unreal quadrupling down on AI? Well, if you're considering Godot, keep in mind that the last version that was not made with AI contributions was 4.5. You can perhaps extend some courtesy to 4.6, but 4.7 openly includes AI-generated code and LLM-assisted changes. Do with this info what you will.
Oh my god, get over yourselves. First of all, let‘s talk about who supports who here. I have been working on TB non stop for 16 years, and you get to use it for free. Let‘s be clear: you did nothing, while I and a few contributors did all the work.
ooof people getting angry at the author of Trenchboom because he's using claude or something, the guy worked on TB for 16 years and in turn that helped made the Quake community what it is, he doesn't owe anyone anything
RIP Bobby Prince. His music legacy will live on, making inspired music for Commander Keen, Wolfenstein 3D, DOOM, countless others. A true legend. And such a nice man, great musician, wonderful, fun-loving man, nothing but happy memories of him. A loss to the world.
"For now, to make all this work, Verse runs on a single thread" pass... this sounds pretty bad
'The road to Unreal Engine 6' - www.unrealengine.com/news/the-roa... "for UE6, we see LLMs, generative AI models, and tools like Claude and Codex playing a central role in helping you build content faster while maintaining the creative control you need."