Paddlenoid - A perfectly innocent brick breaker ๐
Break through 33 chaotic levels, take down 3 bosses, and bend the galaxy to your will. Play solo or with a friend. Just remember: ignore the glitch crystals!
Where to find๐
#indiegames #gamedev
Genuinely hopeful!
I started as a kid at the old C128, you just turn it on and begin typing. A basic programming manual was included.
Programming just became less and less accessible after that, until it was deeply specialized knowledge requiring specialized tools to do anything.
I hope AI changes that and programming becomes as easy to get into again as it was then.
#gamedev
Showing my inexperience here, but holy s**t did I spend a lot of time on getting that shepard tone right ๐
Also, I'm still kind of pleased with how the "Area Cleared" jingle turned out.
#gamedev #indiegames
I used to be the lead engineer, now I feel like a creative director.
Not sure how I feel about that.
I think I got comfortable hiding behind the slowness of old-school programming.
#gamedev #indiegames
All those AI bro's one-shotting indie games... How do they do it?
I'm at literally shot #245 (day 90) and I hope I'll have something presentable next summer.
#indiegamedev #gamedev
I'm preparing for a huge gaming renaissance after the current slop tsunami.
There must be a ton of devs that are currently using AI to build a genuinely better experience rather than a quick cash grab.
#gamedev #indiegames
Next game is going to ...
#gamedev #indiegames
Making games won't go much faster, the bar for what gamers expect is just raised.
Slop doesn't matter.
Life hack:
Save a lot of tokens by having your LLM generate scripts for repeating tasks.
Updating the makefiles for my other platform builds for instance.
#gamedev #indiegame
Me: "AI, add stencil buffer shadows to my project!"
AI: spends 20 minutes absolutely butchering my codebase.
Me: spends two hours learning about stencil buffers anyway.
Yes, we're living in the future, but I think we'll be OK ๐
#gamedev #programming
No. I think it would be really cool if this made programming more accessible to non programmers and brought in lots of new ideas.
#gamedev #programming
The first title song I was going to use for Paddelnoid.
One of the first things I ever did with Cubase and Retrologue.
Still like it. But it's probably a bit too melancholic for a game title screen.
#gamedev #OriginalMusic
We tried making Paddlenoid's levels bigger, but it never quite felt right.
What worked was adding teleporters to separate sublevels. That also gave us room for hidden areas.
Currently running the Steam Autumn sale!
#gamedev #indiegames
Don't store secrets on your clients PC.
That's been pretty much common knowledge for as long as I've been in software.
LLM's probably do make that a little more relevant.
#SoftwareDevelopment #LLM
The end of software secrecy is almost upon us. The death of closed source, and the final triumph of open source.
I should have realized this a few months ago when I successfully decompiled the game of Firefighter from an ancient DOS shareware binary. My robot friend was able to tell it had been written in Borland Pascal from looking at the data layout; it gave me back very readable Pascal code with sensibly chosen function and variable names. I transpiled it to Rust and now ship it as part of my heritage games collection.
The thing is, I thought of this as a fun stunt but didn't have any confidence that the technique would scale up to large, real programs. I have since learned that people are now doing this sort of thing with entire AAA games, which are among the most complex software artifacts ever to be shipped as a binary. If they can be decompiled, anything can be.
This has implications. Massive implications. We need to think about what the world is like when, in general, there is no longer a secrecy moat around almost any software at all.
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