Rutherford
@craze.co.uk
740 followers 410 following 220 posts
Furniture enthusiast. Type designer at @mass-driver.com (this account mostly off-topic/personal)
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forest clearing, day / night

(wondering if this palette is too dark — it looks good in isolation, but it’s a bit muddy in screenshots/on a light background)
added damage numbers & some hit fx — trying to make combat feel both snappy and juicy. (no audio yet)

#gamedev
Thinking about coins. having only a single “gold” currency in a game is easy and intuitive, but I think some complexity here is good: many overlapping currencies from different times and places; different regions and social classes having their own understandings of value

#gamedev
yes! this makes me think of Morrowind’s quest directions (“follow the road east past Fort Moonmoth, then cross the bridge over the foyada until you see the ruins on your right”), which is a feeling I’ve long wished more games would capture
I’ve been thinking about this for my own project, specifically with the angle of multiple maps showing different, opinionated ‘facets’ of the actual territory

Like historical T and O maps, Inuit driftwood maps (en.wikipedia.org/wiki/Ammassa...); information relevance over geographical accuracy
Ammassalik wooden maps - Wikipedia
en.wikipedia.org
the font I’m working on atm is readable at 3pt, which is both very satisfying and also not something I expect anyone to ever take advantage of
worst case areas ~40ms per frame → 15ms
~30% of my render time is now a single “find actors at this location” function call. which feels like a pretty easy win if I can get it running faster
- Rewrote the lighting engine to fix performance issues
- Performance issues were actually caused by Vsync so it didn’t make any visible difference
- Still got lighting time down from ~4.7ms per light to ~0.3
- Added columns & sarcophagi (as a treat)

#gamedev #screenshotsaturday
improvements to the lighting system: walls are only lit if you’re on the same side as the light source. (map editor is already hugely useful for creating specific test levels)

#gamedev #screenshotsaturday
built a (pretty rudimentary) map editor this evening.

Adding actors is done by typing their ID and clicking on the map — I’m wondering about some kind of visual interface, but honestly this setup feels good. (maybe just needs autocomplete based on the actor ID database?)
René Magritte painting titles that sound like procedurally generated Dwarf Fortress tavern names
Added a basic lighting system (& made the isopods react to it).
#gamedev
heard you like containers. so I put containers in your containers
(implemented chests, randomised loot & openable items)

#screenshotsaturday #gamedev #roguelike
this cube on the System minisite nearly killed me, but it is possible. feel free to try an off-the-shelf solution rather than trying to bash it together with css ¯\_(ツ)_/¯
→ Actors have a ‘request_verbs’ method
→ it sends a signal that components can listen for
→ components respond w actions they theoretically support
→ request_verbs checks which are valid in the current context & returns a list
→ UI panel shows the list

(I am v satisfied with how this is working)
lmao it just happened again (that’s twice in one evening)
living next to a tram line has taught me that:
1. a single driver parking badly can make 500 people late
2. this happens about once per week just on my block
let’s call it an oldschool crpg? Mostly programming practice for now, maybe it’ll turn into something later :)
I’m definitely still figuring out colours (not just for this project but my intuition in general), was quite happy with the way clustering lighter-coloured berries top-left also suggests a highlight there
with apologies/gratitude to @lorenschmidt.bsky.social, I had to try this idea for tiling patches of trees (each tile is 2 colours + background)

#gamedev #roguelike
nearby / item interaction / inspect UI (I’m using keyboard inputs but this also works with a mouse)
I definitely want to lean into that contrast, both with the pixellation next to smooth curves, and with the visually busy dithered tilesets with super minimal typography.

As always, Goodspeed has a board with perfect examples
www.are.na/elizabeth-go...
Future Medieval | Are.na
Medieval revival with some hints of baroque, renaissance, and turn of the century inspired design. Green Knight / Poor Things / prestige Lemony Snicket.
www.are.na
I think I’m getting a feel for what this UI could be. Minimal, trying to avoid most common tropes (geo sans-serifs, little bits of art-deco filigree)