Work continues on Run 2's level editor. I've been working on combining options 2 and 3 from my last post, and might add option 1 later.

More excitingly, I updated my shader so that other layers remain visible, just smaller. That way you can see what you're working on and where nearby cubes are.

#Run2 #UX #GameDev

I've thought of three options so far.

  • Go back to my original approach from 2011: you have to select a layer before clicking, using the mouse wheel or arrow keys. This is extra work, but at least you're always sure where you'll put a block.
  • Go full Minecraft: you must always aim at a cube, never next to it. This means you'll have to move the camera a lot more, to get access to whichever side you have in mind. Want to extend a platform in both directions? You have to move the camera twice.
  • Restrict the current implementation: when aiming next to multiple cubes, always pick the closest one instead of guessing. This is consistent but makes far-away cubes hard to get at.
  • Do any of these sound good? Any other ideas? 4/4

    #Run2 #UX #GameDev

    Here's where the problems start. If you're aiming next to multiple cubes, the editor tries to guess which one you mean, and does a not good job of it.

    I'm sure I could improve the algorithm somewhat, but TBH I think it's fundamentally flawed. Guessing means sacrificing predictability for convenience, and an unpredictable UI is never going to feel quite right. 3/4

    #Run2 #UX #GameDev

    I wanted to make this as intuitive as possible, just click and drag. Wherever your mouse is pointing when you click, that's the layer you're working on for as long as you hold it.

    When pointing at a cube, you place the new cube on top of the old (editing the layer above). That part works fine, but another common use case is extending an existing platform. In order to let you edit the same layer, you have to be able aim next to existing blocks. 2/4

    #Run2 #UX #GameDev

    I think Run 2's level editor needs a change. Context: Run 2's levels are 3D grids, which makes editing tricky, given that computer mice work in 2D.

    My solution is seemingly straightforward. Since your mouse is 2D, you edit in 2D, dealing with one cross section at a time. So far, so good... 1/4

    #Run2 #UX #GameDev

    With slalom gold, Mikaela Shiffrin rewrites her story and finds freedom

    Twelve years ago, under a black night sky in the Caucasas Mountains north of Sochi, Russia, 18-year-old American…
    #NewsBeep #News #Topstories #AlpineSkiing #final #GoldMedalMoments #Headlines #MikaelaShiffrin #Run1 #Run2 #StarsoftheGames #storytelling #TeamUSA #topnews #TopStories #UnitedStates #Women'sSlalom
    https://www.newsbeep.com/401137/

    I added speed settings back into #Run2. This meant drawing a new menu button (easy enough in this style) and finding space in the menu to put it (not so easy).

    The original release didn't have a slow mode, but I added it to help debug another issue, and figured it might be good for accessibility.

    Status update for Run 1 and Run 2! Lots of progress, but also lots of bugs left.

    https://player03.com/development/status-update-2026/

    #Run1 #Run2 #IndieDev

    As I rebuild my first two games from the ground up, I'm realizing I don't have a plan to get the word out. It's been over a decade, and though I've made new features and content, I don't know how I'm going to reach the old audience or build a new one. (I never collected emails or anything.)

    Historically, my approach to marketing was to not. I put the games out there and hoped enough people would find them on their own. But that was the Flash era.

    Lately I've seen indie devs build a social media following by posting dev logs, mixed in with common development advice. But those work because they post frequently and with a decent level of polish, and I'm worried it would take too much time away from development. I already struggle with motivation, and adding to my workload seems unlikely to help.

    So anyway, how do you all promote your work?

    #GameDev #IndieDev #Run1 #Run2 #AskFedi

    Trailrunning Kalender: Die besten Strecken, Termine und Rennen im Gelände | SPORTS INSIDER

    Trailrunning Kalender: Die besten Strecken, Termine und Rennen im Gelände Trailruning-Events sind herausfordernder als normale Langstreckenläufe. Denn neben

    SPORTS INSIDER BLOG