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This is a good thing: BREAKING: Zohran Mamdani announces click-to-cancel rule for NYC.
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I’ve been following the discourse in AI software development, especially in the game development spaces, and the eagerness of people sharing their creations I think speaks to people’s desire to create, which I think is a good thing.
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“Community comes at the cost of convienence” is a great line.
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I generally have some eye for “how much code does it take” to do a specific task.
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As life gets more complicated, and responsibilities increase, it’s easy to chalk up the lack of progress to the constant interruptions.
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Tonight’s election feels like a small gasp of fresh air while still suffocating in this hellscape.
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Affinity just announced their version 3 of their graphics suites.
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Focusing on the 1% improvement per day for a long time instead of some herculean effort in some small intense burst generally yields bigger and better results in the long run.
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I’ve been on a bit of a “get back in control of my data” streak.
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Ran into this post earlier today with a choice quote from an old movie I enjoyed: “In order to make delicious food, you must eat delicious food.
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I’ve finally got the creative itch again, and I want to try one more time.
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Some photos I took from my Japan trip last summer
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I keep telling myself these past couple of years that I would write more.
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Last year was quite the year for me personally, professionally, and creatively.
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TL;DR: So I’m not entirely sure if my CPU is completely hosed at this point and I’ll have to be getting a new one soon, but I was running into some insane errors while compiling rust recently.
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New Year, more Godot!
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This took longer than I care to admit.
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The burden of trying to do longer form blogging can certainly be a bit much.
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Today I had to install nodejs on a new dev machine for a separate project.
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This month I’ve been thinking a lot about the tooling I’m using to get through the day, learn things, and manage things.
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I’m currently deep in UMG/Slate with UE5.
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Bevy works well on the web!
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Like many of us in this pandemic, I’ve picked up a hobby over the last year.
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Weird to think that some of these images are over 16 years old…
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One of the issues with game development that’s become more apparent over the years was dealing with splitting time between new game development and bug fixes/maintenance.
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Use: UGameplayStatics::CreatePlayer(World, Index,bSpawnActor) (Docs).
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“If the byline on your article doesn’t enlarge its readership then you don’t have much of a value.
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With each game release I’ve noticed I’ve committed less and less time to writing the ‘fun bits’ and more time spent trying to mitigate complexity and find ways to make as many things as testable as possible.
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Early on in the development of SFT I had concerns about how I was going to do text rendering on the cards in such a way that things stay readable regardless of resolution, while keeping fonts looking nice.
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Taking the “conflict” out of shared roles: https://vine.co/v/inaDFBXgFUB We opted to do a ‘ranked preference’ for role selection in SFT.
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Finally got another card ability animation implemented into SFT: https://vine.co/v/i12I565Q9zg The method and architecture I’m using for driving game logic I think has served me well for the past few years.
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So much work left to do, but we're hitting a point where the game is fully-playable with basic graphics online and off.
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This week I’ve got a lot done in the way of Steam integration, save files, automated builds, some better randomization for galaxy generation, as well as some much needed bug fixes to make online play smoother.
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We ran a kickstarter for the game I’m currently working on, Space Food Truck.
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Oh my word.
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Wow, it’s been a while.
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This is an example page.
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As a game designer, one of things I try to avoid is creating disposable experiences.
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I’ve been playing a fair number of board games lately.
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That’s probably the most non-sensical post title I’ve every come up with.
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I’ve been slacking lately on the blog unfortunately.
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I’ve been slow on the blog updates lately mostly because the times I use to write were taken up with me being out of town.
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Oh, It’ll Be Out By….
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This following post is probably going to be useful to an extremely niche audience: anyone developing a multi-user iOS app that has a GAE backend.
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We’re still balancing Outwitters gameplay.
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My first week off the iDevBlogADay rotation and I miss my usual Friday post.
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I’ve been making a ton of progress on Outwitters lately.
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Wow, Friday almost flew right past me.
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Keep in mind, a lot of the rambling below is in the context of me being neck-deep in working on Outwitters, which is a strategy board game.
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Tomorrow (June 18th) marks the first year anniversary of me becoming a full-time independent game developer.