Stephen

Stephen

@stephenhaney.com

Building Paper • paper.design Indie game dev • summoners.io Prev co-founder • Modulz, Stitches, Radix

616 followers462 following84 posts

Good morning!! We are so excited to announce that @paper.design is open for sign ups today. And we thought it'd be fun if everyone could see their logo like the Apple heat map invite. So you can just upload your logo and see it. Link in the thread. We think you're gonna love it!

Make your logo in the heat map style: heat.paper.design Can't wait to see what you make! Paper is a new design tool to help you create incredible UI and graphics. Our mission is to help designers do their best work. Today we have open sign-ups. Send me what you make!

Stephen reposted

After 1 year in the works, I will now start posting progress updates about my upcoming 3D multiplayer browser game, Mana Blade. Built with @threejs.org, @react.dev, React Three Fiber, and @bun.sh, it runs on WebGPU with WebGL fallback and works on mobile. Follow for updates! Try it on manablade.com

manablade.comMana Blade | Free Online RPG

Mana Blade is a browser MMORPG in development. Try it on manablade.com and follow this account for updates!

Today @paper.design is excited to announce: • Our $4.2M seed, led by Accel with basecase and incredible angels to build the next-gen design tool • A new site: paper.design • We are hiring! Wake up every day and build quality tools for creatives. See the site for more.

Good morning!! We thought the Apple liquid metal invite was so cool. How fun would it be if everyone could see their logo in liquid? So we made an app to let you make your logo in liquid. Just drag in your logo and see. We think you're gonna love it! liquid.paper.design

Mapping oklch into a square shape was a JOURNEY. But it's so easy to work with, it's worth the effort. In-depth blog post coming soon.

Paper@paper.design

Sneak peak of the new color picker - P3 or sRGB colors - Uniform color map in a familiar square - oklch It's hard to go back

Stoked to launch a really performant mesh gradient. It's open source and available on npm. Paper also lets designers use these shaders on the canvas itself. Can't wait to see what you all make.

Paper@paper.design

Launching this new Mesh Gradient in Paper Shaders! You can set your own colors and use this mesh gradient in your designs as a still frame or animated at a smooth 120fps github.com/paper-design...

random thoughts: Big opportunity with current AI is the lack of flywheel of discoveries in chats. Claude and I just discovered a novel-ish approach but it's stuck in there. Claude won't "remember" it the next time someone asks. It will give the same wrong answer it started with in my chat.

I could see a private DB of learnings with RAG – it almost becomes in competition with the open internet. The combo of internet + human brains are a massive flywheel of discovery. Each new learning is posted and built upon.

Think about the scale of chats with Claude or ChatGPT. If AI could "remember" novel discoveries on the fly from its chats, it would be a far more efficient knowledge aggregation system than the internet itself.

One of my goals for this week is to dial in our nested drag and drop. I want to make it effortless and intuitive.

Paper@paper.design

Early build of our nested drag-and-drop. Designers: anything on your wishlist?

Paper Shaders is a zero-dependency kit of shader presets that can be customized. Prioritizing: - Very lightweight, maximum performance - Visual quality - Abstractions that are easy to play with - Wide browser and device support

Runtime AI logic baby steps? listener('wheel', (delta) => makeDecision('the user scrolled, adjust camera zoom', delta, cameraState)) makeDecision('ran into undefined state. Is this an error or can we resolve this in a way that makes sense to the human user?', error, stateApi);

My new thing is I try to meet a new designer and potential user every day I always learn something and I get to meet a ton of awesome, creative people and see what they're working on

Nano-texture display on macbook pro, 24 hour thoughts: - way easier to focus your eyes without a layer of reflection - colors and sharpness are still very good - side-by-side, I would not go back to glossy

Summoners discord is hot today! Folks are recording gameplay videos, discussing mechanics. I am conducting live play tests on zoom and it's going really well too. The game is working and I'm learning so much.

So I've been pretty quiet about Summoners lately. It's because I've been working on a giant progression system. ⚔️ I shipped it to prod last night! 🛡️ If you win a game, you pick card rewards. If you lose, you start over with a fresh deck. Every game has unique combos.

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Building content is really fun. I have 3 more decks on the way before the game is "done". I shipped the first: The Aethos Empire is a stuns and shields deck. King Aethos has lost his grip on the world and the empire has shattered. Fallen paladin vibes. ⚔️🛡️

So I've been pretty quiet about Summoners lately. It's because I've been working on a giant progression system. ⚔️ I shipped it to prod last night! 🛡️ If you win a game, you pick card rewards. If you lose, you start over with a fresh deck. Every game has unique combos.

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Siege Tower is one of my favorite rare cards. It's a building, but it starts every turn by firing an arrow at a random enemy. For some reason this is immensely fun to watch – especially when it picks off an enemy that had 1 health.

ALSO the game sold a few more copies while I was working on this large system. Metrics: I was watching for the number of players that made it through a full game. Now my main metric will be the percentage of players that play multiple games in one sitting.

So I've been pretty quiet about Summoners lately. It's because I've been working on a giant progression system. ⚔️ I shipped it to prod last night! 🛡️ If you win a game, you pick card rewards. If you lose, you start over with a fresh deck. Every game has unique combos.

The boons system makes every play-through more mysterious. The engineering boon gives you a chance to draw a card whenever you play a building. Now every time you play a building you're waiting to see if it will proc.

It has been a LOT of work to design a flexible system that lets me add all of these power-ups. I'm also trying to build it with multiplayer in mind. And anti-cheat.

Confession: I kind of dread designing for mobile. Desktop: aspect ratio is better. More space is better. Mouse and keyboard is better. Hover states are better. But 50% of the Summoners audience is playing on a phone!

Interesting that AR has all the things I like about desktop (assuming vision and hand tracking are seamless) When we look back, 5" screens and fingers were a transitionary phase?

I'm hoping VisionOS is a true creative environment that feels like the power of being in a desktop OS. Phones are low bandwidth human IO due to physical constraints. If visionOS is based too much on iOS, vision will end up for consumption first, like iPads.

Between Zelda marathons, I've been working on a buff system so that cards can do cool things. This card gives you a buff to make your next spell card free. Once you cast the free spell card, the buff disappears. This system unlocks a LOT more content for Summoners! #GameDev