houraivictim.itch.io

houraivictim.itch.io

@houraivictim.itch.io

makes unusual games. self serving blog account

5 followers21 following61 posts

Epic wants me to use their launcher while bragging about how they were too lazy to make one themselves and instead had a chatbot (that anyone can use!) output some slop instead. Why would I use your service if you were too lazy to make it, and if it provides nothing I couldn't make myself?

I've used EGL for Alan Wake 2 and Prey 2017. I found it inoffensive, but basic. On top of any parity with Steam to make it worth buying more games on their platform, they'd need to have the respect for themselves and for me to actually make the thing themselves.

Once I was using Unreal Engine 5 and had a Switch pro controller hooked up to my PC for testing. Unreal did not recognize the gamepad at all, yet it was clearly being picked up by Godot. The solution? Launch Unreal through Steam to use Steam Input. Hahahahahahahahahahaha maybe some day

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a friend once laughed at me using Half-Life 2 as a benchmark for quality as a dev but with the price of components we might have to actually start developing for players post-apocalyptically gaming on older rigs

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I made this from nothing and textured it in 20 minutes with the new Scythe 0.10 update. It's called "The Texturing Update" for a reason. More below...

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That’s right… WE’RE DOING IT AGAIN!! Hot Dogs, Horseshoes & Hand Grenades 2 Wishlist now on Meta Quest & Steam

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i just want to drag things around and squish em and use a grid and have all the UVs be normal and this does that. there have been times i tried to get my UVs looking pretty and on-grid _by hand_ like a lunatic and i'm never doing that again

only thing i think this doesn't have from source2 hammer is the ability to change the workplane, basically having multiple grids at totally different angles. wanting to stick to the workplane makes all your levels have soo many 90 degree angles. s2 gives you the power to fix that, it rocks

in the past when i'd mess with making source maps i would wish i could use hammer like blender, and when making maps in blender i'd wish i could use it like hammer! so having both is nice. mostly for UV reasons

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there are only 3 programmers on this 31-person project that lasts the whole semester. i am the programming lead. somehow i was nervous about my Unity skills being rusty but it's really like riding a bike... this is the fun project i do to procrastinate on homework now. i also get to write fun docs

i should also add the camera wasn't me, is a work in progress, and is one of the things i managed to offload to design team who luckily understand that we can't do absolutely everything. specifically their director (coincidentally one of shodime's designers), so i know it's in good hands

this is the first thing i've posted that uses Unity (Godot is still my favorite)... everything on screen is by me except the art for the ball and chair, the environment textures, and the timer (the timer was one of the two other programmers)

- ball mesh collider interacts with world but not props, rolls around on stuff, updates procedurally to shrinkwrap the ball+held objects - ball sphere collider interacts only with props and is what actually grabs them, increases radius to fill the mesh collider without clipping out

my main credits here are boss and enemy programming, but i'm also behind a bit of player and weapon stuff. this is our first 3D game in Godot and probably the most ambitious thing GADIG has made. onto the next thing!

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Replying to @writnelson.bsky.social

This is happening as part of the Summer of Strange Scaffold! Kicking off a month of retrospective content celebrating our teams, reveals for our next two games, and in general a big ol’ statement of intent that we’re here to stay. Follow @strangescaffold.bsky.social all the places to see the news!!

Working on the monologue system made me realize it's difficult to see discussion of Godot audio+subtitle dialogue systems online when it's all VN-type systems that float to the top of search results. I probably could have asked friends but my use case is dead simple, so I did it myself quickly.

now that i've finished the edit of that final for class i hope to do an alternate, less constrained, simpler cut to actually put online. not sure when but it'll be a pretty simple editing exercise. first i would like to play a bunch of games i've been too busy to play though

playing until something breaks. this is for a quick fake game project and won't actually be released so i'm fighting my perfectionist tendencies. will be in a short 5m mock true crime style video discussing some made up history surrounding it that i may or may not bother sharing publicly

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the premise for this was something i've had lying around for maybe a year and a half now but couldn't put to gameplay well, so it's definitely suited to a short film. doesn't mean i can't reuse it down the line in case i magically figure out how to make it work

though in terms of personal projects obviously top priority is graverobber and then i've got some plans more thought out than this one sitting in notebooks. bit crazy to plan that far ahead though, need to finish graverobber as soon as i can

playing until something breaks. this is for a quick fake game project and won't actually be released so i'm fighting my perfectionist tendencies. will be in a short 5m mock true crime style video discussing some made up history surrounding it that i may or may not bother sharing publicly

basically when faced with either writing an essay or making a film for a final i figured i would choose the latter and then plan it all out to stay in my wheelhouse and still be interesting. first time i've done 3d in godot for something that isn't first person now that i think about it

Back in November I got a team together for a gamejam and we made this multi-window night vision physics puzzler called SHODIME. It had a bug where, only sometimes on a level load, everything would freeze, stutter for a moment and crash... It's a dark game so it's a little disturbing.

So listening to the music made for the game puts me on edge now. I first discovered the bug the night before the last day of the jam when I was doing something last minute before bed, and it startled the hell out of me. I hoped it wouldn't be a problem but we never fixed it.

This morning I decided I wanted something textured to replace the old purple frame, so I went to get a pic of my briefcase's surface. Then I realized the whole thing would be a pretty good fit for a frame (the plot stapled onto the beginning states you're a process server), barely needed to edit it.

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I do think the code I wrote is solid, I'm super proud of the systems in this, but actually putting a level together requires tons of one-and-done choreography that I don't like making under pressure. Games with typical reusable enemies are definitely more in my comfort zone.

Another reason I'm just waiting for this one's cycle to be over is because midterm season is taking my attention away from making progress on the Graverobber project. Biggest challenges on that one: - Make script I'm not conflicted about - Actually get lines recorded + photography done - Ragdolls???

I entertained the idea of returning to this on my own time but ehhhh. "shmup where you activate special attacks by hitting combos with movement keys" was a sick idea but I'm fighting the routine system I built on a nightly basis so I'm already prepared for this to be over.