Ron Gilbert (GrumpyGamer)
Owner of Terrible Toybox, the designer/creator of Monkey Island, The Cave, Pajama Sam and the designer/co-creator of Maniac Mansion, DeathSpank and Thimbleweed Park. Co-designer of Return to Monkey Island.
All ideas are my own, but you'd be crazy not to agree.
Fun fact: 3/4 of the water produced by the USS Enterprise is used to cool the computers during AI training, not to keep the crew alive.
I've spent the last 3 days writing unit tests, because like eating potato chips, you can't write just one.
How are steam keys generated?
- Randomly generate a key and if it's taken, generate another one and loop.
- There is a database of (millions) available keys, when it runs out make more with step 1.
- Key aren't random, it's a algorithm (seems dangerous if figured out).
- Something I haven't thought of because I'm just a simple game designer.
Working on enemies and enemy AI (the good kind, not the horrible tech bro kind).
Interesting stats for the Thimbleweed Park website.
I took a workshop this weekend on Bonsai shaping and styling. It was a lot of fun, but I really missed undo.
Monkey Island stage play. I wonder how they did Stans jacket?
Amazing how many comments on my blog go right to spam because people can't follow simple directions:
"Be nice! Plain text only. No urls or links."
It's not rocket science.
I gave up on using physics to define the dungeon, I spent a day screwing with it (math is stupid) so I decided for my use-case, a simple height map works better. I don't have rooms under rooms so this was much easier.
Yes or No?
After a short while the NPCs are dumping trash everywhere making the place into a pigsty. Art imitates life.
Multi-level Dungeons with stairs. You can also make prefabs of a collection of objects and put them in the dungeon as a "set piece". The wooden stairs work that way. It's prefab of 4 separate objects and all get placed as one. A height map is auto-made from the 3d model so you can walk up the stairs. No special logic.
Latest addition to my town is a fireman that runs around putting out random fires.
Rather than randomly spawn trash, I'm making it when two NPC get into a conversations, one of them drops trash. Choke points like the gully into town are going to become filled with trash. Not to worry, the trash collector will clean it up. Just like your Mom.
All the NPCs now have tasks in the world. The biggest job is for the trash collector who has to roam around collecting trash.
Wellington: Hold my beer Seattle, I'll show you rain.
I upgraded to Raylib 6.0 and everything broke. Looking for a good guide to updating to 6.0. Yet to find it. Looks like a lot in animation has been removed/changed?
