Mike Tipul

@tipul.bsky.social

Independent Game Developer https://dyingsungame.com/ Previously: Pandemic Studios, Bungie, Theorycraft Games

The more I code (I'm not academically trained), the more I'm interested in straight C, especially as my entity frameworks have veered toward composition as opposed to inheritance.

Finding Crawl's curses version extremely elegant and clean. Everything the game needs is right here, but not more. Even the seemingly small tilemap is just the right amount of tactical information to move quickly through the spaces (and a full map is still available on 'X').

Screenshot of a roguelike called dungeon crawl stone soup, with an adventurer on level 2 getting into a fight with a worm, rat, and kobold.

One thing I never did was a post-mortem of Sir. Perhaps this is as good a time and place as any to talk about some of that. It started in 2010 when Channel 4 had some money to spend on making educational games. For some reason they asked me. ->thread

Jim Rossignol@rossignol.bsky.social · 2w ago

In surprising computer game news: Sir, You Are Being Hunted finally made it to console, just fourteen years after release on PC. It's out now on Switch, PS5, and Xbox. (And Steam and GoG, of course.)

Spent this week learning Godot. Reminds me a lot of Unity when it was hyper game-focused. The overwhelming simplicity compared to Unreal doesn't stop devs from building toy-like (but functional) versions of big systems like GAS/Abilities.

Hugely sad. We've lost John Blanche. It's hard to know where to begin. He set fire to a generation's imagination, and those fires show no sign of stopping burning. His work very much illuminated the darkness.

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The State Tree engineering in Unreal 5 is kind of crazy. Being able to pipe data around to any parameter or task input/output/context seems really hard to do. Really powerful stuff.

Unreal state tree example from Epic's documentationUnreal state tree details example from Epic's documentation

STALKER 2 finally has its hooks in me! I wonder how much they're getting out of the truly open map. They're essentially still doing what the old games did by cordoning off biomes by unpassable walls (radiation, rivers, keyed exits, etc) anyways, except now they're streaming everything.