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#gamedev

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I realise I've been a little slack about posting progress in this thread (outside of devlogs). Here's some bits and pieces from the past month or so!

Dig sites now have markers on the timeline in the Map phase, and I've added placeholder epoch indicators as well. I've updated the Assembly phase layout to be dynamic based on skeleton size in and tweaked lighting to hide how small the space is. I've also added tape on the floor to hint at skeleton size
#GameDev #IndieDev #ScreenshotSaturday

Not sure if my boost about a collective of , & is visible on my instance, so doing my own post.

In response to the Itch shadow bans, an indie collective formed to tackle the problem of payment processor pressure being able to de-index indie content (especially + and ).

Its called Conjured Ink, and the website is now live for indie creatives to find out more👉 conjured.ink/

(Sorry readers/ viewers/ gamers, its not ready for you -yet!)

conjured.inkconjuredBooks!

#AskFedi #GameDev

I would like to know if there are novel and/or interesting articles or videos about implementing gambling mechanics in videogames.

Please send links! Thanks in advance!

_____

Disclaimer: opinions about gambling, or knee jerk explanations, will be ignored, but thanks for reply-guy engagements anyway!

@awkravchuk hey, I'm going to talk to @kasper about #commonLisp #indie #gameDev (w/ #opengl iirc) at 8pm NZT tomorrow which I believe to be between between 8am and 12pm Sunday morning in much of Europe.

Kasper mentioned they would like to co-guest with you if you would like that (at admittedly short notice).

I think I missed a big announcement by you at some point previously as well. Would you like to visit / check in (in a one hour jitsi call #peertube #live #fedi)

Continued thread

I should strike while the iron is lukewarm from some folks discovering my soundscapes and remixes via yesterdays show. Reminder, I am taking donate what you can #commissions for remixes, loops, game assets, soundtrack, sound installations etc.

My wheelhouse is dark, organic, grittty, electronic but happy to slide toward a modicum of commercial potential soind for projects by good sorts.

music.control.org

control freak studio
control freak studio / control.orgcontrol freak studio / control.org dark disko, ebm, industrial, synth, powernoise, synthpop, tech, house, noisescapes, dystopia, horror, commissions, sound design, game assets, installation sounds, noises, remixes

In my continuing scheme to avoid sorting out Terrain and art/assets, I think I need to get the Railway and External Market working.
Plan: Click Railway Station to get Market Dialogue.
Mark items for import/export (amounts, possibly continuous).
Workers fetch Goods to Export from Stockpiles, and deliver Imports.
Need some system for timings
Also need some kind of Currency

but 1st - Market Dialogue

Hawk Hill Manor
To complement the idea of building the supply chain backwards, I'm thinking of making the Railway become less reliable over time.
I think this puts 3 stages on the game:
Early: Import much-needed supplies. Export basic products
Mid: Becoming more self-sufficient. Import less. Export Advanced goods. More profit!
Late: Self Sufficient. Little-to-no import/export. Use Premium Goods locally.

Hawk Hill Manor
Food chain is working. Fleets of Bakers make the long trek to the Coal Supplies to keep their ovens working. Deliveroo Drivers criss-cross the map delivering the bread.

Ditched the idea of Food Inventories.
Might have the Markets convert Bread (and new Food-Types) into "Meals"
e.g. bread -> 1 Meal, meat -> 2 Meals, maybe even 1 Bread + 1 Meat -> 4 Meals.

Chased down most typos and broken references