Synth Component
synthcomponent.itch.io
Synth Component
@synthcomponent.itch.io
Thirty – ⁿ years on Earth.
Gay-married
Metal artist (sculpture + music)
Game freak
Makes/breaks stuff; sometimes with fire
There's really nothing better than sauerkraut on a nice greasy burger. I'm not sure why it's not a commonality
October 29, 2025 at 3:11 PM
We tend to eat dinner before our date night plans just because of how short of travel our dollar goes these days, but we decided to get some really greasy burgers from a place around the corner of the micro theater. That place also sells hot dogs, so I asked if they could put sauerkraut on mine.
October 29, 2025 at 3:11 PM
The amount of times I've lost progress in a game like Fallout (pick any instalment) because I didn't expect there to be a tough fight or a heavily trapped section of the map, as opposed to any JRPG where as soon as I see a save point I'm popping it. Ya know?
October 28, 2025 at 9:33 PM
Game loop actions that could be forgotten much more often if the player has to menu dive. But by bundling those system as elements of the exploration game loop it becomes a lot more immediate.
October 28, 2025 at 9:33 PM
Hey, sorry for the wait. It's been a busy couple of days for me.
I think what I was getting at was that those systems tend to abstract (as in shortcut) what would otherwise be a menu interaction; saving the game; using a health item; consulting the game map.
October 28, 2025 at 9:33 PM
They're kind of mechanical/gui abstractions in my mind. I'm a little checked out at work atm, but I'd happy to explain what I'm thinking later today.
October 25, 2025 at 9:14 PM
I think out of everything that I've touched so far in c# I probably learned the most with this assembly; indexes; variable classes; where to use internal instead of private classes; how to iterate on switch statements/expressions until they're super clean and incredibly readable. Very fun stuff.
October 1, 2025 at 3:29 AM
Oh sick, do you remember where you got this godot theme? That's so much easier on the eyes than the default teal
September 19, 2025 at 3:53 PM
Oof, yeah. I think that can be chalked down to the needs of various game genres and their markets, and the available ways in which any given UX designer might choose to design for convenience or accessibility. Whatever falls through, falls through though. But this site is a big help. glhf!
Game UI Database
The ultimate tool for Game UI and Interface designers. Explore over 1,300 games and 55,000 UI screenshots. Browse and filter by category, animation, colour, material, layout, game genre, and more.
www.gameuidatabase.com
September 12, 2025 at 11:33 PM
I want next week to commit to just finishing the mesh for the protagonist of the first act. Having that complete allows me to start animating and looping in AnimationTree to the state machine. Then it's back to rough level design until I have a sizable enough first zone that I can export to blender
September 10, 2025 at 2:33 PM
experimented with CSG nodes to quickly mockup levels. I also wanted to code an extendable script for directional lighting so I can wrap light rotation and color to what time of the day it is and start looping in the sleep menu I designed months ago to finally do something
September 10, 2025 at 2:21 PM
it's all orthogonal movements of the joystick at the end of the day, ya know? Is it realistic? fuck no. BUT is it a quick little challenge that you can prepare for and then tackle quicker than the typical lockpicking mg? yeah. I think that sounds fun
September 5, 2025 at 5:47 PM
But think about this for a second: what stops a lockpicking mini-game from being realized as a shmup bullet hell?
September 5, 2025 at 4:59 PM
The shear creativity that went into the shmup + bullet hell sections. This is hands down one of my favorite moments in boss fights, even though I've never played Undertale, just watched friends speedrun it
[Undertale] Sans' boss fight - Genocide Run
YouTube video by Suwako Moriya
youtu.be
September 5, 2025 at 4:59 PM
I always thought it was quaint that Bethesda kept a little bit of the way lockpicking worked in Morrowind with the little Auto Attempt button. Basically that text could have read "roll d20 + Dex + Open Lock", that's functionally how it worked behind the curtain
From the oblivion community on Reddit: POV: your controller is about to be put through the TV
Explore this post and more from the oblivion community
www.reddit.com
September 5, 2025 at 4:49 PM
Like who thought that was a good idea? It really killed my immersion the first time I took to long with the dexterity game. Why couldn't another solution be found to create tension while you picked the lock? Having guard AI continue running while looking at your map was enough for the OG Hitman 2
September 5, 2025 at 4:36 PM
First and last time I played Alpha Protocol I beat it in a few days. I had fun with it but it isn't really influential to me, nor am I particularly fond of it. But I always thought the lockpicking mini-game was a highlight. I just hated the fact that if the timer ran out it would alert the guards
Lockpicking in AP
YouTube video by Allan Schumacher
youtu.be
September 5, 2025 at 4:36 PM
btw, full disrespect to the blazing fast QuickTimeEvent that's telegraphed with only a visual of the fucking button you need to press. Do better. Play some modern hack-n-slash stylish fighters and take notes
September 5, 2025 at 4:09 PM