Chad Cuddigan

Chad Cuddigan

@cuddigan.bsky.social

Bay Area game developer and coffee-enjoyer

174 followers144 following149 posts

Chad Cuddigan reposted

Replying to @selaco.bsky.social

"tHe IsSuE iS ThAT YouRe UsInG ReDDiT" Shut up. Indie dev communities were fun. Seeing what other people made kept me motivated through my own work in recent years. Now it’s just another casualty of the AI slop factory.

Adventures in decompiling Ultima Underworld! Decompiling the DOS build gives an inscrutable mess, but the Power PC port looks more promising as the assembly code seems to have been ported to C for this port

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Chad Cuddigan reposted

village generation update: things are in a neat place now, where the villages are newly connected to the world sim. population is synced, and i'm part way making it so resources a town or city has, like ceramics, salt, etc. are actually reflected diegetically!

Adventures in decompiling Ultima Underworld! Decompiling the DOS build gives an inscrutable mess, but the Power PC port looks more promising as the assembly code seems to have been ported to C for this port

View full thread

Been focusing on NPCs - fixed up their rendering and revived their AI state machine, but biggest of all: the Babl conversation VM was recoverable and is working again!

Holy shit, an old DOS issue of the 90s magazine GameByte included a screenshot of the level editor used for Ultima Underworld 1 & 2 - I don't think I've seen this anywhere before!

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Holy shit, an old DOS issue of the 90s magazine GameByte included a screenshot of the level editor used for Ultima Underworld 1 & 2 - I don't think I've seen this anywhere before!

The rumor had always been that the editor and game were a single executable, this seems to show that it could flip back and forth between the game view and the editor.

Adventures in decompiling Ultima Underworld! Decompiling the DOS build gives an inscrutable mess, but the Power PC port looks more promising as the assembly code seems to have been ported to C for this port

View full thread

Adventures in decompiling Ultima Underworld! Decompiling the DOS build gives an inscrutable mess, but the Power PC port looks more promising as the assembly code seems to have been ported to C for this port

View full thread

Adventures in decompiling Ultima Underworld! Decompiling the DOS build gives an inscrutable mess, but the Power PC port looks more promising as the assembly code seems to have been ported to C for this port

View full thread

Adventures in decompiling Ultima Underworld! Decompiling the DOS build gives an inscrutable mess, but the Power PC port looks more promising as the assembly code seems to have been ported to C for this port

View full thread

Adventures in decompiling Ultima Underworld! Decompiling the DOS build gives an inscrutable mess, but the Power PC port looks more promising as the assembly code seems to have been ported to C for this port

View full thread

Adventures in decompiling Ultima Underworld! Decompiling the DOS build gives an inscrutable mess, but the Power PC port looks more promising as the assembly code seems to have been ported to C for this port

View full thread

Character generation is looking much better now, that weird rectangle in chargen was a special color that was telling the next draw to pull from a saved buffer instead of being stomped on. Now trying to get in game!

Adventures in decompiling Ultima Underworld! Decompiling the DOS build gives an inscrutable mess, but the Power PC port looks more promising as the assembly code seems to have been ported to C for this port

View full thread

The blank rectangle on the left is the current mystery - this code seems to be a rect fill with a set pen color, but what it seems like it should be doing is marking that area of the screen as 'do not draw here'

Interestingly this simple rect fill is not that simple, it also seems to have a mode selector, and if set there are two special palette colors - 20 and 21 - which do a temp buffer save and restore respectively

Adventures in decompiling Ultima Underworld! Decompiling the DOS build gives an inscrutable mess, but the Power PC port looks more promising as the assembly code seems to have been ported to C for this port

View full thread

So far this can get into character creation but most of the text does not render, except for the very end at the 'Enter a name' step. Continuing past this also just loops to the start of character creation again

Made some more progress, revived some of the mouse code which was mangled due to this port using a stylus and not a mouse. That black area at the bottom of the screen is actually an on screen keyboard that can be clicked on!

Adventures in decompiling Ultima Underworld! Decompiling the DOS build gives an inscrutable mess, but the Power PC port looks more promising as the assembly code seems to have been ported to C for this port

View full thread

So far this stubs out the Pocket PC hardware functions so that we can use SDL instead. So far we can draw the framebuffer to the screen and can do some basic keyboard input

Interesting note: the Pocket PC ran the game rotated 90 degrees in portrait mode, so the framebuffer is actually 240x320 and not 320x240, to display properly it needs to be rotated back before drawing in SDL

Adventures in decompiling Ultima Underworld! Decompiling the DOS build gives an inscrutable mess, but the Power PC port looks more promising as the assembly code seems to have been ported to C for this port

Chad Cuddigan reposted

I feel like an issue that would connect well with voters would be doing anything at all to slow the current progression toward "absolutely everything now is a scam"

Chad Cuddigan reposted

I used the power of the One Ring. I recognize that it's evil, and I expect a lot of people to be mad at me for using it. Sorry! However, I plan to continue using it. Here's why: (1/62)

Chad Cuddigan reposted

done this before but now can't find it, so... posting this so i can find it again from an old remedy talk. max payne level design scale. his house before and after they realised you can't just build shit at real-life scale and expect it to work as a level. i am always pulling this out for folks

Chad Cuddigan reposted

I keep seeing arguments for games being expensive due to hyper realistic expectations for art, or simply lots of art. What I don’t see is the actual most costly reason: Indecision Iteration is good, but the yearly rebuilding of entire characters, storylines, and levels, is the most expensive thing

Arvy@arvy.bsky.social

Many factors at play here - not the least of which is higher-ups (in their infinite wisdom) not being able to commit to anything, or knowing good from bad All the while the economy at large expects the profit line go infinitely up, absolutely ignoring its undeniable tendency to do the opposite

Chad Cuddigan reposted

"The input does not cause the output in an authorial sense, much like input to a library search engine does not cause relevant articles and books to be written (Guest, 2025). The respective authors wrote those, not the search query!" Yes, chefkiss

important on LLMs for academics: 1️⃣ LLMs are usefully seen as lossy content-addressable systems 2️⃣ we can't automatically detect plagiarism 3️⃣ LLMs automate plagiarism & paper mills 4️⃣ we must protect literature from pollution 5️⃣ LLM use is a CoI 6️⃣ prompts do not cause output in authorial sense

Chad Cuddigan reposted

Another game I worked on that is very cheap today is WEIRD WEST I don't get any money when you buy it but I worked for these folks for YEARS and never got fucked over even a little bit, so that's the energy you should be supporting on a day like today store.steampowered.com/app/1097350/...

store.steampowered.comSave 85% on Weird West: Definitive Edition on SteamSurvive and unveil the mysteries of the Weird West through the intertwined destinies of its unusual heroes in an Action RPG from the co-creators of Dishonored and Prey.

Chad Cuddigan reposted

thomas is right. this situation is bad (bad means i dont like it) (it here being generative ai in games which is bad for reasons of value)

Tomas Sala@falconeerdev.bsky.social

The reason Valve has defined AI code as separate from AI gen is that 100% of games released on Steam now contain AI code in them. 100% .. Through unity3d, UE or Godot or the steam SDK itself. Every artists must question how much of their tools rely on AI code underneath, and reconcile with it.

Chad Cuddigan reposted

I think Steam should reduce the cut they take of games (shit is almost all profit) and structure their fee like a progressive tax based on sales volume - so you take like 1% of an indie game that sells 10,000 and 20% of a $70 game that does iron man numbers. That'd help make things more sustainable

Chad Cuddigan reposted

Going to start a thread of all the areas I worked on for Marathon <3 <3 first up: bioresearch #MarathonTheGame #Marathon