HANNAH CRAWFORD

HANNAH CRAWFORD

@embyr.bsky.social

๐Ÿ‘ฉโ€๐Ÿ’ป Creator of SPRAWL & func_godot ๐Ÿ Prev. Warframe, Sea of Thieves & Horizon: COTM

1.3K followers209 following146 posts

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HANNAH CRAWFORD reposted

This.

GamesIndustry.biz@gibiz.bsky.social

ShipShaper developer Tomas Sala says indies shouldn't be scared of GTA6. "It has its own f***ing audience that doesn't go around buying nerdy niche sailing games or nerdy puzzle games or tiny story-driven emotional deckbuilders. They just want to play GTA." https://bit.ly/4zmx0Yk

HANNAH CRAWFORD reposted

Replying to @tommy.aiandgames.com

This industry used to be filled with cool game scouts thatโ€™d rock up to 22 y/o devs with a weird game at a show and hand them money. Now a boring man browses โ€˜most wishlistedโ€™ pages and sends repetitive, increasingly passive aggressive emails.

HANNAH CRAWFORD reposted

good LORD

SPRAWL zero@sprawlfps.bsky.social

The SPRAWL zero demo is OUT NOW! We're thrilled you can finally get your hands on the demo on Steam now! To let you fully dive in, weโ€™ve included the first two levels. So much hard work from everyone here at MAETH, building the game of our dreams! store.steampowered.com/app/4247830/...

HANNAH CRAWFORD reposted

oh no, i don't use the ai for <thing that i am paid to do> it's terrible at that. it's great for <thing you are paid to do> though.

Anton is doing awesome shit again! LFG!

Anton@antonhand.bsky.social

Thatโ€™s rightโ€ฆ WEโ€™RE DOING IT AGAIN!! Hot Dogs, Horseshoes & Hand Grenades 2 Wishlist now on Meta Quest & Steam

It's unbelievable how well this is coming together at this stage of development. We're going so much bigger and better with this one! SPRAWL is really coming into it's own ๐Ÿ˜

SPRAWL zero@sprawlfps.bsky.social

Inspired by 2000's FPS like Half Life 2, F.E.A.R, Halo, and so much more. In SPRAWL zero you are a cybernetically enhanced super soldier in a brutal cyberpunk city collapsing under military rule and cult fanaticism.

I've created a new Godot PR! This change adds a Fixed Resolution mode to SubViewportContainer to make it much easier to create low resolution games that handle input passthrough correctly. Want to create a PSX style game that runs at 320x240 with working UI input? ๐Ÿ‘€ github.com/godotengine/...

github.comAdd fixed resolution mode to `SubViewportContainer`. by EMBYRDEV ยท Pull Request #117104 ยท godotengine/godotThis adds a new mode to SubViewportContainer that allows the end user to specify a specific resolution rather than the existing behaviour of scaling based on native resolution. This is incredibly ...

Shower thought, but wouldn't AI in games be better used in comprehending what the player is trying to say? So imagine you ask the player a question and hand author 5 responses to different questions. You then task the AI with determining which question best fits what the player hand typed.

AmmieGa500@ammiega500.bsky.social

Hey new MMO with gen AI powered NPC dialogue, how's that working out for you?

No AI generated content, we're are just using it's speech processing and reasoning capabilities. You could even get away with running this using a micro model instead of a crazy resource intensive one.

Sitting on two BANGER video game ideas... both heavily systems driven with main appeal being how deep those get the longer you play. Scope creep trap 101. Really need to brainstorm some smaller ideas for quick 30 minute experiences I can actually ship with 6 months of work. ๐Ÿคฃ

HANNAH CRAWFORD reposted

Old Soviet joke for today: A man walks into a newsstand every day, looks around, and leaves. After a long time of this, the owner says โ€œCan I help you find something?โ€ โ€œIโ€™m looking for the obituaries.โ€ โ€œThe obituaries are in the back of the newspaper, comrade.โ€ โ€œNot the one Iโ€™m looking for.โ€

HANNAH CRAWFORD reposted

You donโ€™t need Kubernetes. You donโ€™t need microservices. You donโ€™t need 6 layers of abstraction. What most teams need is a monolith, basic CI, and a reminder that users donโ€™t care about your infra.

There is a special place in hell for developers who start their game with an unskippable/important cutscene before I've got the chance to adjust my volume and resolution settings ๐Ÿ˜ค

You know that Unreal Engine is capable of Forward+ rendering with MSAA right? You can just do that. It's not an engine problem. Unreal isn't perfect but running dynamic deferred lighting and TAA is a choice. Sometimes a valid one.

HANNAH CRAWFORD reposted

Whenever the media or transphobes talk about mental health and suicide rates of trans kids, they are always deliberately concealing the fact that trans healthcare brings trans kids to the same place as cis kids on these things

HANNAH CRAWFORD reposted

Seeing a lot of gamedev advice about how to operate cheaply and seriously have you considered marrying someone who arts (or codes if you're the artist) I'm being 100% serious, left/right brain 2 person teams are hugely OP in micro indie terms "But we need a bigger team" have you considered Poly

For the love of god why can't perforce just tell me how much it would cost to self host an instance with a max of 10 seats? Fill out a form -> US representative PHONES me to set up an email chain with their UK representative... Cloud pricing is public...

I think I've been bitten by the motorcycle bug harder than cars ๐Ÿ˜… I got an inline 4 sports tourer for my first bike and now I want a parallel twin naked to go alongside it, oh and a supermoto and a-

Art Pipeline Epiphany: Bake the curvature map for a HotspotUV trimsheet and combine that with a triplanar shader that uses it for edge highlights and you end up with HotspotUV functionality for any tiling texture allowing for super fast variations.

One of my favourite lil #gamedev tricks is that if you iterate over your array backwards you can remove elements by swapping with the last element to avoid the need for a second loop or shifting of the array contents!