Taconite
@taconite.bsky.social
Game Dev and Math Nerd.
Making a couple projects:
- Physics-based archery retro-FPS
- Meditative canoeing game about learning First Nations toponyms for the Great Lakes region
https://taconitegames.itch.io/
Making a couple projects:
- Physics-based archery retro-FPS
- Meditative canoeing game about learning First Nations toponyms for the Great Lakes region
https://taconitegames.itch.io/
Could you aim it a load bearing wall and undermine a whole building?
November 11, 2025 at 1:14 AM
Could you aim it a load bearing wall and undermine a whole building?
Never too late for more features 😈
November 9, 2025 at 5:12 PM
Never too late for more features 😈
If it ain't broke, keep fixing it until it is
November 9, 2025 at 5:08 PM
If it ain't broke, keep fixing it until it is
Reposted by Taconite
Lastly, action games are highly-concurrent, formally an intractable series of interlocking differential equations without closed-form solutions. So we use numeric approximations, which in variable timesteps introduce intrinsic RNG . So high-level players cannot reliably "reach the ceiling."
November 7, 2025 at 6:49 PM
Lastly, action games are highly-concurrent, formally an intractable series of interlocking differential equations without closed-form solutions. So we use numeric approximations, which in variable timesteps introduce intrinsic RNG . So high-level players cannot reliably "reach the ceiling."
Adding on to this:
It's so much easier to add a feature to systems that are already working reliably. Aim to always have your code in a working state (even if it's ugly/placeholder), then you can see how it acts in context.
It's so much easier to add a feature to systems that are already working reliably. Aim to always have your code in a working state (even if it's ugly/placeholder), then you can see how it acts in context.
November 7, 2025 at 6:50 PM
Adding on to this:
It's so much easier to add a feature to systems that are already working reliably. Aim to always have your code in a working state (even if it's ugly/placeholder), then you can see how it acts in context.
It's so much easier to add a feature to systems that are already working reliably. Aim to always have your code in a working state (even if it's ugly/placeholder), then you can see how it acts in context.
After the credits roll, the camera pulls back to reveal that you, the player, have been puppy truck all along
November 6, 2025 at 7:48 PM
After the credits roll, the camera pulls back to reveal that you, the player, have been puppy truck all along
What are you talking about, that's the only piece of furniture I own...
November 5, 2025 at 12:36 PM
What are you talking about, that's the only piece of furniture I own...
I've had pretty good success with just "who, when, where, velocity" for enemy knowledge.
Just record it whenever you can and make decisions about it later, etc.
Just record it whenever you can and make decisions about it later, etc.
November 5, 2025 at 12:08 PM
I've had pretty good success with just "who, when, where, velocity" for enemy knowledge.
Just record it whenever you can and make decisions about it later, etc.
Just record it whenever you can and make decisions about it later, etc.