working in games since 2007
formerly Gaslamp Games, currently mostly Starsector
https://www.dgbaumgart.com/
https://dgbaumgart.itch.io/
(And, well, Gargoyle was inspired by going out drinking with some nonbinary folks. Glad the characterization landed, def. took a bit of a swing but I Had To.)
(And, well, Gargoyle was inspired by going out drinking with some nonbinary folks. Glad the characterization landed, def. took a bit of a swing but I Had To.)
IIRC the original ideas was kinda an inverse riff on "Napoleon was short" when he was probably more or less average height.
IIRC the original ideas was kinda an inverse riff on "Napoleon was short" when he was probably more or less average height.
You've got lots of time to figure it all out! And FWIW I can't start a Java project from scratch, never learned that part...
You've got lots of time to figure it all out! And FWIW I can't start a Java project from scratch, never learned that part...
Otherwise C# and Godot for my own projects. (But C# is p. much Java so who's counting.)
Otherwise C# and Godot for my own projects. (But C# is p. much Java so who's counting.)
Making what are (unfortunately) classified as rote, low-level, low-respect roles more pleasant, stimulating, and efficient saves vastly more time/$ than one might expect and enables huge leaps in quality vs. improving only high-level, high-respect roles.
Making what are (unfortunately) classified as rote, low-level, low-respect roles more pleasant, stimulating, and efficient saves vastly more time/$ than one might expect and enables huge leaps in quality vs. improving only high-level, high-respect roles.
(It's also neat how much faster I've become- I remember how excruciating it was to set up a dialog hub during the four GA missions. Now I can do it almost by muscle memory.)
(It's also neat how much faster I've become- I remember how excruciating it was to set up a dialog hub during the four GA missions. Now I can do it almost by muscle memory.)
The more labourious part is now redoing interaction scripts for two sides of the bridge. (And for the future: allowing NPCs to navigate over the "blocked" connection.)
The more labourious part is now redoing interaction scripts for two sides of the bridge. (And for the future: allowing NPCs to navigate over the "blocked" connection.)
(I was just searching for a cocktail to use some of the grapefruit we got today _and_ just bought a new pile of cinnamon sticks, so this was the stars aligned.)
(I was just searching for a cocktail to use some of the grapefruit we got today _and_ just bought a new pile of cinnamon sticks, so this was the stars aligned.)
(Good luck with renos, ugh.)
(Good luck with renos, ugh.)
So I think I need to split the bridge into two locations.
Time to redraw!
So I think I need to split the bridge into two locations.
Time to redraw!
(Can you go behind the waterfall? Probably.)
(Can you go behind the waterfall? Probably.)
Basically, I want to embrace the boardgame-like conceit so you pick up and plop down pieces, with hint effects to show valid moves.
(Reminds me, need to overhaul camera movement too, because it sucks!)
Basically, I want to embrace the boardgame-like conceit so you pick up and plop down pieces, with hint effects to show valid moves.
(Reminds me, need to overhaul camera movement too, because it sucks!)
There are more than several similar cases of basically hardcoded dialog that ought to be redone entirely to make them more flexible & expand functionality. Lot of work for no immediate gain though!
There are more than several similar cases of basically hardcoded dialog that ought to be redone entirely to make them more flexible & expand functionality. Lot of work for no immediate gain though!
Will we ever do something with it? I dunno, maybe! I've got a long, long list of things to do first though.
Will we ever do something with it? I dunno, maybe! I've got a long, long list of things to do first though.
Anyway, wrote out the specs for a system which will use flags attached to tokens to drive behaviour. Can't wait to implement!
Anyway, wrote out the specs for a system which will use flags attached to tokens to drive behaviour. Can't wait to implement!