slavicbrat.bsky.social
@slavicbrat.bsky.social
Senior Missions Designer at Rockstar North, working on GTA VI. View and opinions are my own.
Feel free to reach out for any future work I can help with, I'm currently open for contract work and have experience with the Godot source code and systems.
November 20, 2025 at 12:02 PM
Yeah 100%. I strongly prefer Godot and its approach. Give me the tools to shoot myself in the foot, I don't want a framework/starter sketch.
August 22, 2025 at 7:46 AM
Yes but it arguably shouldn't. The whole thing is a bit like praising or blaming the pencil for how a sketch turned out.
August 22, 2025 at 7:03 AM
It actually kinda frustrates me when inexperienced people praise UE's graphics, and then you see a bunch of the indie games made with it have the same smudgy feeling cause everyone leaves the setting on default.
August 21, 2025 at 11:38 PM
Yeah fully agree. Unless you're going for hyper realism, or the extreme opposite of like very specialized custom rendering techniques, you're going to be fine with most any engine.
August 21, 2025 at 11:38 PM
This is without C# support, correct?
April 22, 2025 at 3:26 AM
I've certainly found that to be the case. In game dev, the game almost always benefits from being as hardcoded as possible for the design. The design itself can be systemic and immergent, but its underlying structure usually best supports it if it's specifically built for it.
April 18, 2025 at 1:38 PM
After a certain point of complexity, it becomes truly quite difficult to keep the actions of a game all mapped to intuitive buttons, so leaving a whole input unused would be quite a waste. It really is more intuitive once you try it.

Also game designer
April 14, 2025 at 10:55 AM
That's the good shit
April 14, 2025 at 7:33 AM
I read this as "I am a woman looking for a man and a woman"
March 14, 2025 at 8:28 PM
Yes and even JSON as long as you make sure to validate and sanitize
February 9, 2025 at 1:31 AM
Other than size, the biggest one for me is code injection from downloading saves online. For instance, if you use the human readable resource format for Godot someone on the internet can share a save file with injected GDScript that could be malicious.
February 9, 2025 at 12:04 AM
Ah, so they leak
February 5, 2025 at 8:44 AM
Ooof 😬
January 25, 2025 at 11:48 PM
Also, embedded game window in the editor
January 2, 2025 at 11:15 AM
Awesome I'd love to give it a read! Can you post a link?
December 21, 2024 at 10:18 PM
Ah interesting! This one's on me for assuming modern standards for games that existed before the standard was set. Good job recreating that!
November 25, 2024 at 4:54 PM
That looks cute! Keep in mind tho, you've kinda broken pixel art rules. The Favel on the opposite side is higher res that the player one. Remember that your pixel grid needs to be consistent across the screen, not across depth/scale. Smaller = less pixels. Looking very faithful to pokemon tho 👍😊
November 25, 2024 at 9:28 AM
Um, no, that's obviously a car
November 19, 2024 at 6:02 PM
Oof gonna have to deal with some difficult ergonomics without operator overloading.

Maybe something like
Bitmask.or(
Bitmask.shift(0b1, 110),
Bitmask.shift(0b11, 300)
)
?
November 19, 2024 at 4:11 PM
Can then override bitwise & and | as well. Using it might require chaining together multiple 32 bit values though, like (Bitmask(0b11) << 110 | Bitmask(0b1) << 300)

Don't know, might be a better way but that's my first thought.
November 19, 2024 at 4:01 PM
Could make a Bitmask struct with a templated size for use on the stack, or a heap based one with argument in the constructor. Internals would be array of uint32s of size (bitmask size / 32), and operator overload the bitshift operator to return Bitmask, with the rvalue modulo 32 as array index.
November 19, 2024 at 4:01 PM
Every feature has it's use cases. It took me years to unlearn the instinctual distrust in reflection, casting, GC allocations etc. in C# because everyone kept telling me they're bad when I was still learning long ago. Turns out, they're not bad if you know what they actually achieve.
November 19, 2024 at 11:42 AM