ben driscoll
@daisyowl.com
650 followers 130 following 150 posts
I'm Ben Driscoll, I make games and stuff 🚀 Cobalt Core bit.ly/CobaltCoreSteam 🛠️ Sunshine Heavy Industries tinyurl.com/n88fsmee 🌼 Daisy Owl daisyowl.com
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Reposted by ben driscoll
lmichet.bsky.social
Learned that I am being laid off from Heart Machine, and will be leaving the studio later this month.

Do you need a contractor? I've got a track record of leading scope-friendly script revisions late in dev. I have also done a lot of consulting on new IPs and pitches/demos. Feel free to DM me!
daisyowl.com
imo an ideal version of this graph would be install size VS person-years of labor, which would obviously be really hard (perhaps impossible) to realistically pull out of the data available
daisyowl.com
but by this metric we'd be comparable in scope to a game with 53 in-house developers who didn't get localized, which is obviously not the case. the actual labor hours done by the loc teams combined is less than one person-year of labor

(also, the numbers for us here are 166mb, 68 credits)
daisyowl.com
i think this article + chart are a really interesting idea, but i think the # of credits axis needs some refinement. the core team for cobalt core was 3 people, but for instance we also have like 50 people in the credits for the various localization teams (which we are happy to credit, of course!)
Reposted by ben driscoll
aggrocrabgames.bsky.social
welcome to 💥CRASHOUT CREW💢

form a crew of up to 4 overworked friends and drift into a frantic co-op forklift experience where teamwork is key, disaster is inevitable and managing stress is all on you.

DEMO drops Oct 13th as part of Steam Next Fest‼️

it's time to clock tf in.
Reposted by ben driscoll
daisyowl.com
what's this guy's problem
daisyowl.com
a few hanging pothos plants in the right spots and i could make it work
daisyowl.com
Was there a couple months ago and was really impressed
daisyowl.com
We have stuff like this too. The “make the whole thing” part of making a game is a lot easier if you make tools to help you do it (and especially ones that give you an overview of your progress / remaining work)
tom.trinketstudios.com
One of the most useful tools we built to manage the massive number of illustrations in Battle Suit Aces was the art production sheet.

We update it from the editor so we have in-game usage info and it pulls thumbnails from git. And then direction notes and progress tracking happens here.
daisyowl.com
is that really what you want
Reposted by ben driscoll
jdag.bsky.social
when cloud services hound me to pay for the 50th time
An edit of the infamous "Almost christmas means it wasn't christmas!" screenshot of phoenix wright, edited to say "Almost out of storage means I'm not out of storage!"
daisyowl.com
I assumed this was because they didn’t want to scan a file twice back in the ancient times c was designed in but I actually have no idea and know very little about c
daisyowl.com
Ok but this is a really good idea
daisyowl.com
Nope different guy
daisyowl.com
There’s the pubg guy
Reposted by ben driscoll
mixolumia.com
my favorite thing reading opinions about writing C is you get professor malmo stroopwaffle like "the thoughtful engineer would be remiss in assuming operations of— " and then the next quote is linus torvalds saying "anyone who does this is a slime brained sack of shit"
daisyowl.com
and yes for the record i did end up reading the entire DOOM black book because a post you made about doom source the other day
daisyowl.com
the list could continue forever but i think you get the idea. modern pixel art games certainly have a nostalgia for classic games but we fortunately don't have to take on any of the real technical limitations (unless we wanna)
daisyowl.com
- even just the standard bundle of .net dependencies we (and any .net games) ship with are like 50x what would ever fit in ram in the 1990s
daisyowl.com
- even just the cobalt core text files for dialogue take up 1mb for a single language, or about half the ram of a 1990s pc. even text is not safe
daisyowl.com
- the actual game logic of cobalt core could feasibly be rewritten in C with manual memory management. of course, it being in a modern language with GC makes it a much easier developer experience