been researching (planetary) geochemistry for an important character who'll be hanging out at the pizzeria in @owlycrow's new game "PizzaPastaMaro'πŸ•

#PPM #OwlyCrow #GameWriting

(1/6) One of the cooler things I've done while writing for Dune: Awakening, is get to work in the recording booth with the Re-Animator himself, Jeffrey Combs. The whole situation manifested strangely. #DuneAwakening #JeffreyCombs #GameWriting
(2/6) I wrote the Twisted Mentat character Zayn De Witte. When I write a character, I often think of some actor or character as a starting point. It's not something I tell the eventual voice actor, just a springboard to develop a voice as I write. #DuneAwakening #JeffreyCombs #GameWriting
(4/6) Time passes. A teammate messages me about casting and says, "Hey, what do you think of Jeffrey Combs for this part?" What!? Did I manifest this? Am I the god-monster-boy from The Twilight Zone? #DuneAwakening #JeffreyCombs #GameWriting #TwilightZone
(5/6) The recording session was awesome. I allowed myself a little bit of geeking out at the top of it, particularly over the audio of Mr. Combs's one-man show as Edgar Allan Poe. He was surprised and delighted I'd listened to it. #DuneAwakening #JeffreyCombs #GameWriting #EdgarAllanPoe
(6/6) Looking over the Zayn dialogue, he said it gave him Milton Dammers vibes. Then we got to it. He was lovely to work with. #DuneAwakening #JeffreyCombs #GameWriting

In games, the story's effectiveness relies on the relationship between the gamer and the developer.

There are different ways that games can approach storytelling, and they each have their own risks: https://dannyhoman.substack.com/p/dont-wake-the-dreamers

#GameWriting #GameDesign #GameDev

Don't Wake the Dreamers

Preserving Your Narrative's Fantasy in Games

Adventures in Game Writing

I love building things in inkle's ink, I love interactive fiction, and I love game cities. Also, I do love teaching my *Create An Interactive City In Text using ink* course.

β–ͺ️ Find out more & enroll here: https://www.d6learning.com/course/create-an-interactive-city-in-text-using-ink

β–ͺ️ Live course presentation (23 April): https://www.eventbrite.com/e/1980617816205?aff=oddtdtcreator

#gamedev #gamewriting #ink

Days 42 and 43 of making my own indie MMO without engine or team

Yesterday I reached performance parity with souffle's datalog compiler on my tests, I was holding out this post in hopes that I would be able to beat it, and I managed to do so. My implementation may be faster overall since I only handle EAV form, but I won't claim it is when I haven't tested all different possible workloads (which can be a lot) in which souffle's compiler will beat it but these benchs were representative of the loads I expect.

So far I can only think of a couple more improvements I could do to get better performance:
  • Introduce some sort of sort of pgo. Right now I decide the order in which coditions are solved based on the size of the first query, but it may be better to profile it since that way I could avoid building some additional indices and save bandwidth there.
  • Shrink the size of the different entities and values encoding down from 25 bits to 18 (this would be a really nice speed boost but I don't know if I can do this yet).
  • I have this idea to make resizing of hashtables faster at the cost of making probing slightly slower, but since it would change significantly the hashes It'd be hard to empirically measure if there have been any measurable, reliable gains or not.
Either way I'm mentioning this as a way to log them in case I want to check them out in the future. Since this is the fourth or fifth day working on this, and it's currently a little over 9100 times faster than my original implementation. Beating souffle's compiled one with my interpreter (on my single-threaded benchmarks) is good enough for me, so I'll call it a day and go back to integrating this with my half-baked parser, then with my ir/jit, then into the engine to have aot scripting.

I also started reading the #gamewriting #kaleidoscope, It's a very interesting book, and I'm sure somewhere inside I can get an actual tip to execute on what I have in mind. I already talked in the past about how I want quests to work, I also mentioned I have a vague idea of how I will workaround my limitations to implement proper chat and instead go with canned phrases. But I have no idea how to execute the writing I'm thinking of, the closest reference I know of would be something like Magicka, or Bastion. I've been sharing my thoughts of the different chapters I've read elsewhere, because I'd like to focus here on my daily progress, but I'll eventually mention if I find what I'm looking for and whether I can recommend the book to non-writers or not.


#woao #programming #coding #gamedev #indiedev #langdev

With the release of Crimson Desert by Pearl Abyss this week, I'm delighted to announce that I contributed additional writing to the game.

"Countless destinies await your discovery
on the seamless open world of Pywel.
May Solumen’s blessing guide you on your journey
across the living, breathing expanse of Pywel."

Check the game out here: https://crimsondesert.pearlabyss.com/

#GameDev #GameWriting #Writing