Zi
@majormcdoom.bsky.social
6.2K followers 920 following 1.8K posts
Indie VR dev / founder of @cozycubegames.bsky.social. Making <<Penguin Festival>> in Godot. 🐧 Past: Owlchemy Labs. Proud husband and shiba dad. - Español / 中文 / français OK - 🚫 generative AI - 🚫 genocide - ✊ trans rights
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majormcdoom.bsky.social
I'm super excited to finally share a first look of the VR game I've been working on...

!! <<🐧 Penguin Festival 🐧>> !!

Any shares/wishlists would be super appreciated, y'all! 🙏

#gamedev #indiedev #GodotEngine
majormcdoom.bsky.social
I've never seen a logo that makes me squirm but here we are.
majormcdoom.bsky.social
No it's been there forever lol.
majormcdoom.bsky.social
Oh man, it's about so many people / studios.
majormcdoom.bsky.social
It's the exact same tactics used by manipulative individuals, and you see it time and time again happen to developers.
majormcdoom.bsky.social
Official comms are often used to gain control of the narrative by speaking on things first. They also make people drop their guard because if it's nice enough or if they admit just the right amount of things (but not the important things), people will side with them. It's weaponized transparency.
majormcdoom.bsky.social
In order of trustworthiness:
- private comms from developer
- public or studio-approved comms from developer
- comms from execs using collective "we"
- official comms using collective "we"
majormcdoom.bsky.social
After the amount of horror stories I've heard from devs behind some of the most beloved games, I will never trust any public materials on the dev process, ever.

Like, sorry dude, your beloved Nintendo doesn't always tell the truth, and your Miyamoto quotes don't mean shit to me.
majormcdoom.bsky.social
If you think you know how a game was made because of an article/interview/documentary with the studio or execs...

You don't.

The bigger the studio, the more likely the truth has been distorted/sanitized.

If you want the truth, talk to devs. In private.

#gamedev
majormcdoom.bsky.social
It has been painful watching grown ass adults input a photo of themselves, get back a Muppet in the same clothes, and lose their fucking minds.
majormcdoom.bsky.social
A real unsettling scenario would be if this bug got fixed, but this thumbnail still somehow doesn't go away.
majormcdoom.bsky.social
Hey, ya know what, I appreciate it. Thanks for stopping by! 😆
majormcdoom.bsky.social
Because Godot has a bug in its thumbnail caching code, all of my penguin NPCs now show a thumbnail of Flesh Penguin from my last shitpost. 🤣🤣🤣
A screenshot of the inspector in the Godot editor, inspecting a penguin NPC, showing a thumbnail of Flesh Penguin's face.
majormcdoom.bsky.social
Thank you so much for your kind words, penguin friend.
🙏🙏🙏
majormcdoom.bsky.social
They are part of the same system. One is determining the *state* of the map. The other is calculating paths *using* that state.
majormcdoom.bsky.social
For dynamic path-finding queries, it makes some sense to do async.

Note that there's two different things here: map state vs. path-finding. I don't mind async path-finding, but map state should always, always be accurate on load.
majormcdoom.bsky.social
If that's the case, then this is simply an additional hindrance, because you *still* have to wait for map_changed.

These settings, afaik, control map *changes*. Not path-finding. I don't have maps that are dynamically updating, so I don't care.
majormcdoom.bsky.social
I really don't like that this is how the nav system works. To be clear: even *after* disabling async, you *still* have to wait for map_changed in order to reliably query the nav map. I'm sure there's a reason, but this is one of those things that should be ready on... well... _ready().
majormcdoom.bsky.social
This Godot quirk has given me so much grief. By default, nav maps update async. Which means when you load a scene, you have to wait an indeterminate number of frames before you can query the nav map. Even the map_changed signal is unreliable.

After disabling these, map_changed now works.
A screenshot highlighting two settings in the Godot project settings, under the Navigation/World page:
Map Use Async Iterations
Region Use Async Iterations
majormcdoom.bsky.social
Old video of that time I accidentally made a "smear" effect because the penguin's hip lags behind when teleporting. Will probably leverage this bug for VR teleportation so it looks super cool for the spectator. 🐧➡️🐧
#GodotEngine #gamedev #indiedev
Reposted by Zi
2dchaos.com
Bad news: I got laid off from a project and rent is still late, I'm afraid I'll receive an eviction notice soon. I managed to pay part of it last month but we're still struggling. Any help is appreciated!
You get:
- Steam Key
- Portrait In-game(If you donate $50+)
- + more!
ko-fi.com/2dchaos/goal...
majormcdoom.bsky.social
Hey, for some reason the link doesn't work for me until I get rid of the ?g=0

Just FYI, in case others have the same issue.
majormcdoom.bsky.social
For some reason this feels like it would be a really fun paint-over exercise lol.
majormcdoom.bsky.social
You cannot separate the tech from its social context. That's why my stance on generative AI is one of hard rejection.

Is it here to stay? I think so. But there are many ways that can look, so resistance is important and necessary.