in case anyone missed it: the Hole Digging Game 1.0.1 is now out! it's a slow, gentle, goalless game intended to invite curiosity and reflection, featuring procedurally generated visuals + sound.
as of today, there's a mac version thanks to @sh0vemedia! lorenschmidt.itch.io/dig
announcement thread!
my next project is a gardening game
🌱🌱🌱🌱🌱🌱🌱🌱
with a surreal fantasy setting,
🌌🌌☄☄
programmable magitech robots,
✨💻💻✨
an emphasis on ecology,
🌸🌸🌸🌸
and existential horror components.
🕳🕳🚪🕳
working title, "nectar thief"
this is huge. planned obsolescence is one of the biggest ecological problems incentivized by capitalism. i hope this has the legal teeth it needs to accomplish its goals. retaildetail.eu/en/news/elek…
i was looking at more ergonomic keyboard layouts and learned that there is a way to graph the differences which uses hands with variable finger length.
playing AAA games as a small scale game creator is so wild. on the one hand, the design language is completely familiar. but then every time i walk around a corner there are like $20,000 worth of plant models or like tiny perfectly made bottles or something.
hello, my name is Loren Schmidt, and i am currently working on a beautifully detailed and unconventional game in the vein of metroid / castlevania.
i'm currently struggling with financial stability. please consider supporting me or spreading the word.
patreon.com/vacuumflowers
hydlide 3 (1989), NES. these three screenshots evoke such a strange, dreamlike, vivid world. these dreamlike colors and choppy sprite work are incredible.
announcement:
here is a new open source alternative to perlin noise: octavia noise
it is a lightweight fractal noise algorithm. it is generalizable to n dimensions. it is not based on gridded points, and does not exhibit linear artifacts.
(link in second post)
real time point lights with a continuous indirect lighting solver. this does one indirect bounce per frame @60hz, and these converge on the infinite bounce solution (it gets pretty close after 10 bounces or so)
0.5% of shooters are trans, and 0.5% of the USA is trans.
this means there is not a significant correlation between being trans and carrying out mass shootings. anyone saying otherwise is lying to you.
i've been playing Armored Core 1. as with many games i play, this is both as research and recreation. or maybe the two aren't separate. research is fun. this a game i've settled into more deeply than many.
i thought i'd share some design observations.
improved volumentric ray traced spotlight, based on a (mostly) erroneous theory of plant growth, phyllotaxis based on rotation by 2 PI / phi.
i have an artifact at pi / 4 caused by my dda function, which i need to remedy...
i decided to make a long lowpoly sci fi aesthetic reference thread. i do a lot of research for projects, and i thought i i'd make some of it public in case this is of use to others!
[flashing light warning]
vine study. this was working from a photo, with a very heavy paintover. i was primarily trying to think about shapes and values, but this could conceivably turn into finished tiles with further work.
i'm making a next gen open world roguelike with a persistent world. elevator pitch impossible, but:
politics-first world building, generated aristocrats, peasant revolts, combat and noncombat playstyles. emphasis on lo fi, high art procedural generation.
#PitchYaGame
one thing i've been thinking about a lot while working on my rpg is the nature of decision making. what is it that makes a process compelling or engaging and what is it that makes it crumple into a heap of flat complexity?
apollo guidance computer ROM. i have read about this but i've never seen photos of this before! it's incredible. the juxtaposition of this surreal textile element with these very familiar VGA looking plugs is amazing.
in case procedural generation folks are interested, here is a fairly detailed writeup of the diablo 1 level generation code. it sounds like it uses some really interesting and underutilized techniques. boristhebrave.com/2019/07/14…
unexpected announcement: i wrote a new alternative to perlin noise.
if it seems useful and unique enough not to collide with other licensed algorithms, i will open source this. i have to figure out licenses, but it'll be free.
pet peeve: as technological detritus from the era when every corporation was trying to cash in on the popularity of emoji, many unicode characters now are automatically replaced with emoji variants. even in text editors.
i thought something like this might be nice for a myst-like point and click game.
this is still raytraced, but it only renders some of the rays each frame. this increases responsiveness, and also gives you a dissolve effect when you move.
remember, aspiring artists, there is no such thing as restraint. "best" is always more detail. all milk should look like undulating sheets of mucus and the background should always look like a shag carpet.
all artists agree on this. it's quantifiable.
programming makes you marvel at things like: objects existing consistently over time, that the sum of 1 and 1 is 2, the color red.
(i am currently walking around in awe, marveling at being able to climb stairs.) #7dfps
i had a very strange dream which i am still trying to figure out. i think the point of it is this:
goodness is not believing you are good. goodness is believing that you can, without knowing it, be tremendously hurtful, and behaving accordingly.
i did a pass on the garden area. these arbors have nice continuous shadows now (with a little blue, so you have a little information to infer shape + light from)
a new animated fade in for newly discovered areas.
i have been periodically trying to take time away from systems work to do (equally vital) pleasant aesthetic touches. i think it's good for morale.
a second pass on the stone tiles.
color support is still rudimentary, but i used the new tool for detailing them in various configurations and refining how they flow into one another.
looking, for the millionth time, at the pokemon red and blue character sprites. they're so well designed. look at this incredibly dense, yet clean frame from a character's horizontal walk animation.
lighting system technical details and performance thread 2023/03/15
the usual caveats for tech demos apply:
(1) this is in progress, so things will change.
(2) this is a testbed, not a fully functional game.
(3) like any technique, this has advantages and drawbacks.
lizard people. i am trying to strike the right balance between relatable + clearly nonhuman.
these canonically have a third pineal eye, but it's subtle or nonvisible in some of these at this resolution.
all cleanup all day.
i refactored the input system to tidy up how mouse events are handled (and coordinates).
i also added click effects and fixed responsiveness for a few things, which improves the tactile feedback a lot.
pixel art texture research thread! to start this off, here are some absolutely gorgeous irregular stone bricks from magic sword (1990), arcade. these appear to be 6 color.
make political games
make games about problems facing humanity
make great games
make well meaning but flawed games
tell your story, help those less visible and privileged tell theirs
embrace realism
embrace constructive escapism (granting safety + empowerment to those denied)
i wish there were shows with just normal people in space. space truckers or something. no saving the world. meeting people from all over the galaxy without the military hierarchy and colonialism.
the Hole Digging Game is now out! lorenschmidt.itch.io/dig
to dig a hole (or not dig a hole), play the hole digging game (or do not play it)
pay what you want, browser or windows (mac forthcoming). please help spread the word!