captainmatthew.bsky.social
@captainmatthew.bsky.social
Cool dude.

He/him.

Pfp by @CuteBlueUwU on the other site.
screenrant.com/stranger-thi...

WHERE DID THE MONEY GO????
January 1, 2026 at 3:24 PM
Oh my god.

This might be the biggest narrative red flag I've seen in my life.

For the people that don't play DnD: the alignment system is the single most ignored, maligned, and also misunderstood mechanic in a game. Nobody understands that shit, much less uses it.
December 31, 2025 at 2:53 PM
This passage stands out as like a secondary or punchline to the whole article.

"We want RPGs with ROLE PLAYING! We want our role playing games to IMMERSE us their worlds! We want them to SIMULATE going on a full adventure!"

"Oh like this?"

"No we want to play 20 questions with every single NPC"
December 30, 2025 at 3:34 PM
It's getting absurd.

Like look at these two games and tell me which one fits the currently used definition of an Indie Game.
December 21, 2025 at 4:41 PM
On stream you kind of asked into the ether if there was like a dedicated Ace Combat music guy.

There is and his name is Keiki Kobayashi
December 13, 2025 at 3:00 AM
Yeeeeeaaaaahhhhh look at my snow it suuuucckkkks!

but still, cool to see it working even if I'm being generous with the term "working"

#devlog #gamedev #OutForARip
December 11, 2025 at 1:52 AM
ended up not going with the project for this, but I'm still super in love with the "what if the big asymmetrical cannon we duct-taped into the cabin was also a pirate eye patch" idea
December 8, 2025 at 6:25 PM
Reworked a bunch of stuff with the tires, springs, and transmission.

Just gotta get the rotational velocity of the tires changing correctly and then I think I'm on to weather effect?

#Devlog #Gamedev #OutForARip
November 23, 2025 at 5:54 PM
I think I made the oversteer correction a little too agressive hahaha

#devlog
November 20, 2025 at 11:00 PM
We've got a (sorta) working transmission!

#devlog #gamedev
November 2, 2025 at 11:50 PM
Kinda got a level cooked up. Terrain is generated from a topology map + a bunch of masks for features + noise.

Now that there's actual different surfaces the next thing to get sorted out is surface dependant traction.
October 30, 2025 at 1:02 AM
rebuilt most of it lmao.

#DevLog #GameDev
October 29, 2025 at 2:55 AM
October 24, 2025 at 2:33 PM
October 19, 2025 at 5:26 PM
Damn man they are beating your ass in the QRTs lmao.
October 17, 2025 at 3:23 AM
Meanwhile, according to Wikipedia, This is EA's output for this year:

*note that technically Split Fiction was on there twice, because the NS2 release was after the PC/PS/XB release so it got a second row.
September 29, 2025 at 5:46 PM
"alright lets check this out"

I see this thumbnail just cackling like "alright everybody, good bit"
September 29, 2025 at 3:04 PM
More Camera Controls:
- Camera sits over the shoulder and you can swap it
- You can rotate the whole camera assembly

The wheels have been set up to use an array of rays instead of a single ray:
- More accurate tracking
- Also will let me check the total amount of ground contact

#GameDev #DevLog
September 26, 2025 at 3:44 PM
hmmmmmmmmm

Yeah I'm getting the heebeegeebees
September 23, 2025 at 2:53 AM
September 15, 2025 at 7:17 PM
1. Refactored the truck a little bit, still gotta get the wheel functionality off on it's own
2. The truck now builds itself from a parts list instead of being hard coded
3. Remodelled the truck
4. Camera tracking set up. I think it still snaps a little too aggressively however.

#gamedev #devlog
September 12, 2025 at 10:10 PM
September 11, 2025 at 1:15 PM
We've got the semblance of a level and an objective now.

#gamedev
September 3, 2025 at 8:03 PM
got a little more done. Wheels apply force based on how much they've turned in the last tick instead of just applying a forward force which is neat.

I guess #dev?
September 2, 2025 at 1:50 AM
It's not much, but it's mine and I'm happy with it so far.
September 1, 2025 at 9:35 PM