Hi fediverse, I'm finally doing my much overdue #introduction post!

I'm a #GameDev with a decade of experience, having founded Kitsune Games in March 2013. I'm currently focused on #KitsuneTails, a queer platformer in the style of beloved classics where you play a kitsune on a journey through a land inspired by Japanese mythology. In the past I've released games such as Super Bernie World, MidBoss, and more.

I'm also working on a fantasy console called the #Mega68k, which runs on the Motorola 68000 CPU. Additionally, I create a series of videos called #CodingHistory, which explores how 3D techniques from the 90s worked. I also like programming language development and make a lot of toy languages that don't go anywhere, and am trying to liven up the #PLDev hashtag on mastodon.

You can find my games at https://kitsunegames.com/games, or find more information on Kitsune Tails at https://kitsunegames.com/kitsunetails. For Coding History videos subscribe to my YouTube to see them when they come out: https://youtube.com/@EnikoFox

Games

Check out Kitsune Games' games, like the possession based roguelike MidBoss or the hat based puzzle game Ultra Hat Dimension.

Kitsune Games

@eniko

I found the tag I needed.

#PLDev

Thanks from a fedi noob. <3

I have been working on my own not-so-toy language, which I need to make games, but I don't have much experience with games... yeah, I know, I should make games first, but my brain doesn't cope well with most languages available around, so bear with me.

I would greatly appreciate any ideas (or, if you really feel generous, feedback on my project) from someone who is both a PL- and games-dev.

Thanks! =D

@xarvh I'm also doing some #pldev and gamedev, yay!

What does your language do differently from the ones that you tried before deciding to make your own?

@springogeek

Also, some unrequested feedback: I could not see what set DOME apart from the page you link in your profile, I had to click in the corner to go and check the itch.io link, which has previews of the games written in DOME and a nice list of features, why don't you link that page instead? =D

I really like DOME's minimalism.

In the page there is a .gif that shows some sort of live editing, and another with a 3d rendering, is it stuff that's supported? =D

@xarvh Yeah, that's a fair assessment. The thing that originally set it apart was that it's using the Wren language. I could definitely do some more to explain its unique points.

DOME doesn't natively support 3D at the moment, that gif is demonstrating the native-plugin system, where you can implement a renderer.

Live-editing is just something you can make yourself. I often make level editors into my games :)

@springogeek

Is DOME a one-man project?

Can I ask you how do you find the networking/outreach/PR aspect?

This kind of projects benefit a lot from others working on them and providing feedback, and I feel like my inability to pitch/market/network is SP's greatest weakness.

@xarvh One-person. I accept contributions and PRs, but the "grand" vision rests with me.

Networking/outreach is tough, and I'm not great at it, so I can't offer much there. It's a niche tool, but usually if someone checks out Wren, they stumble on DOME sooner or later. It's positioned as an approachable environment for easily making stuff, so it's a good way to take the language further.

@springogeek Fair enough.

There's only very few geeks that know how to sell. XD

For the rest of us, the only answer to "why are you doing it" is (red-eyed, foaming at the mouth) "BECAUSE I CAN AND IT'S AWESOMEEEEEEEE BWAAARGH" XD

@xarvh Pretty much! I talk about it in a community when it might be relevant, but I don't like to push too hard. I participate in a lot of game jams, so if engine design comes up in a larger jam (7DRL's community, for example), it's easy enough to drop a mention.

I've tried spreading it to places like reddit (rip) and Hacker News, but it just doesn't appeal to people much.

@xarvh I mostly make it for myself, but I am very careful to provide documentation for everything, so anyone can use it. I try to make the onboard ramp as low as I can without having to teach people how to code. Plenty of example code, a small but open community and I've tried to run some events in past years to encourage more use.

@springogeek

Fair enough, and I think you are actually giving me very good advice.

SP can't yet fulfill its promises, but once it's more complete, game jams could be a good place where to show off. ^_^