She/Her, old enough to be someone's mom
Projects I remembered to publish:
https://janksmith.itch.io/
https://www.scribblehub.com/profile/126661/bobbity_obbity/
-Video Games
+Mechanics as Metaphor
+Combative UX
+00's era Gamefaqs lies
+Fashion Combat Systems
-TTRPG Design
+Sticking the players hand through the 4th wall
+Making games based around jokes
-Zines
+Trans Know-how
+Game Design Exercises
-Creative Writing
-Poetry
Me: is it better to have the unreadable but more succinct bitwise or the front heavy enum for storing dungeon room exit info in this proof of concept I started today?
Me: is it better to have the unreadable but more succinct bitwise or the front heavy enum for storing dungeon room exit info in this proof of concept I started today?
I know how the unlisted speed stat affects critical hits and the most efficient path through the tech tree to the fun stuff.
Can't remember the game's name or year of release though.
I know how the unlisted speed stat affects critical hits and the most efficient path through the tech tree to the fun stuff.
Can't remember the game's name or year of release though.
I've got a big flat and thin print that was having issues adhering to the bed for layer 1.
OK, I'll try a raft.
Print stuck to the raft and won't unstick, attempting to do so just peels off the upper layers.
Rafts. Never again.
I've got a big flat and thin print that was having issues adhering to the bed for layer 1.
OK, I'll try a raft.
Print stuck to the raft and won't unstick, attempting to do so just peels off the upper layers.
Rafts. Never again.
But I know how many issues I had to resolve to get it to something that looks effortless.
But I know how many issues I had to resolve to get it to something that looks effortless.
There's often nothing mechanically unique beyond the end of disc 1, just plot and interesting characters and world building.
And I'm here for ideas to steal for my own #gamedev
There's often nothing mechanically unique beyond the end of disc 1, just plot and interesting characters and world building.
And I'm here for ideas to steal for my own #gamedev
A lot of older games focused on play resolution rather than player interaction, mtg wants conflict.
"Okay so this is essentially your mana, this can be used as an instant, and this is an enchantment. Oh, and this space lets you Time Walk. Yeah, it's really good."
#wotcstaff
A lot of older games focused on play resolution rather than player interaction, mtg wants conflict.
“This is Beth." I said, introducing my kid.
“And what's Beth short for?" he asked.
“Because she’s only three,” I replied.
“This is Beth." I said, introducing my kid.
“And what's Beth short for?" he asked.
“Because she’s only three,” I replied.
Like, imagine a game called "GameThing X: Where X is the number of times you have played this game"
What legacy type things can I steal from boardgames that change how the game is played? Like "Beat X Bosses to win the game"
Like, imagine a game called "GameThing X: Where X is the number of times you have played this game"
What legacy type things can I steal from boardgames that change how the game is played? Like "Beat X Bosses to win the game"
Yes, its too hot to wear these more often.
Just once, I want to turn up to work in a full lolita coord to answer why I never buy clothes my work sells.
Yes, its too hot to wear these more often.
Just once, I want to turn up to work in a full lolita coord to answer why I never buy clothes my work sells.
Algebraic solutions for point scoring in a pen and paper game is normal and cool.
Algebraic solutions for point scoring in a pen and paper game is normal and cool.
I've had designs rotating in my head for years before I get to a point where I think I've lined up enough ideas where they synergise and become fun.
The idea of fail fast also doesn't help, since you often need to stick with a bad idea for a while to know why it's bad.
#gamedesign
New designers are told to prototype and 'find the fun'. But the naive version of this is a garbage tactic that mostly results in poorly thought out prototypes that are never going to converge on gameplay.
I've had designs rotating in my head for years before I get to a point where I think I've lined up enough ideas where they synergise and become fun.
The idea of fail fast also doesn't help, since you often need to stick with a bad idea for a while to know why it's bad.
What I did: set up a depth ordering solution to handle classful terrain and structures
How I described it: I asked the computer to put the taller things on top so it looks nicer
What I did: set up a depth ordering solution to handle classful terrain and structures
How I described it: I asked the computer to put the taller things on top so it looks nicer
Option to remove menu animations
Chapter select
Option to restart a battle or challenge from midway
Menu to show current status of story flags and their dependencies
Option to remove menu animations
Chapter select
Option to restart a battle or challenge from midway
Menu to show current status of story flags and their dependencies
And the current maths problem im working on is how to deduce the result tables for a game where the main requirement for play is:
EVERY DICE YOU OWN
Look out for my terrible app powered board game soon.
And the current maths problem im working on is how to deduce the result tables for a game where the main requirement for play is:
EVERY DICE YOU OWN
Look out for my terrible app powered board game soon.