Drives me crazy that markdown uses **bold** and not *bold* like _italic_
Ron Gilbert (GrumpyGamer)
Owner of Terrible Toybox, the designer/creator of Monkey Island, The Cave, Pajama Sam and the designer/co-creator of Maniac Mansion, DeathSpank and Thimbleweed Park. Co-designer of Return to Monkey Island.
All ideas are my own, but you'd be crazy not to agree.
For Sunday chores day I suggested to my wife we play prison chain gang music. She was not impressed.
Yet another exciting Thimbleweed Park dev blog post. Lock the dog up and grab some coffee.
My DVD ripping pipeline might be out of control. I blame streaming services for erratic behavior.
New Thimbleweed Park page tracks build numbers in realtime. Line goes up!
Back from NZGDC. Reminded me of GDC in the 90's, before it jumped the shark. Less people, better conversations, good times.
"People Training AI Fired for Using AI to Train the AI"
Real or The Onion headline.
What are the odds of a new Thimbleweed Park dev blog post? I'd give it 97.3%
I'm heading to NZGDC in Auckland. Not sure why I'm telling you this. Maybe it's my proof of life Mastodon post. If I haven't posted on Mastodon in over a week, send help.
No! Your 23 year old son that moved back home doesn't get to be a "Production Baby" in the credits.
Why was this note left on my desk? It isn't in my handwriting. Should I be afraid?
If I had been born 70 years earlier I could have gone to Minor League Baseball games in the town I grew up in, instead I got stuck learning to program computers. Look where that got me.
How AI Poisons Creativity
How are steam keys generated?
- Randomly generate a key and if it's taken, generate another one and loop.
- There is a database of (millions) available keys, when it runs out make more with step 1.
- Key aren't random, it's a algorithm (seems dangerous if figured out).
- Something I haven't thought of because I'm just a simple game designer.
Fun fact: 3/4 of the water produced by the USS Enterprise is used to cool the computers during AI training, not to keep the crew alive.
I've spent the last 3 days writing unit tests, because like eating potato chips, you can't write just one.
Interesting stats for the Thimbleweed Park website.
Working on enemies and enemy AI (the good kind, not the horrible tech bro kind).
I gave up on using physics to define the dungeon, I spent a day screwing with it (math is stupid) so I decided for my use-case, a simple height map works better. I don't have rooms under rooms so this was much easier.
Yes or No?
Multi-level Dungeons with stairs. You can also make prefabs of a collection of objects and put them in the dungeon as a "set piece". The wooden stairs work that way. It's prefab of 4 separate objects and all get placed as one. A height map is auto-made from the 3d model so you can walk up the stairs. No special logic.
I upgraded to Raylib 6.0 and everything broke. Looking for a good guide to updating to 6.0. Yet to find it. Looks like a lot in animation has been removed/changed?



