Our games are good, the algorithm(s) just choose to prioritize games that aren't even real games.
05.08.2025 19:04 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0@liamtwose.bsky.social
#PitchYaGame Creator | #IndieGames Fund Manager @ SMG Studio & Dentsu | Indie Game Producer @ Lone Spartan Entertainment | He/Him | Views my own! | Mostly Major Updates / Announcements. https://bio.link/liamtwose https://PitchYaGame.com
Our games are good, the algorithm(s) just choose to prioritize games that aren't even real games.
05.08.2025 19:04 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0PSA: If you don't take regular breaks in life, your body (or your mind) WILL eventually make you!
04.08.2025 18:01 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Just a perfectly innocent Giraffe plushy, on a shelf, in the dark. ๐
03.08.2025 17:15 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Giraffe plushy on a shelf giving Annabelle vibes.
Giraffabelle
03.08.2025 17:14 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Just make it exist first, you can make it good later! ๐ฅ #GachiconArcade #IndieGames
01.08.2025 17:33 โ ๐ 14 ๐ 4 ๐ฌ 0 ๐ 2Humbled. ๐
01.08.2025 21:47 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0My game is good, the algorithm just ignores me unless I talk about #PitchYaGame ๐
01.08.2025 19:06 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0You're making more progress than you think or realise! ๐
01.08.2025 18:25 โ ๐ 3 ๐ 1 ๐ฌ 0 ๐ 0Just make it exist first, you can make it good later! ๐ฅ #GachiconArcade #IndieGames
01.08.2025 17:33 โ ๐ 14 ๐ 4 ๐ฌ 0 ๐ 2It's literally taking me all of my strength to resist posting more about my next game. Hope it pays off down the line because what I CAN tell you is that GA is starting to shape up to be something pretty darn special. ๐
๐น๏ธ
If your #GameDev code doesn't work, there's a high chance that you've simply overcomplicated it.
31.07.2025 22:24 โ ๐ 6 ๐ 2 ๐ฌ 0 ๐ 0#GameDev.. 20% writing awesome code. 80% fixing awesome code that works logically in your head.
31.07.2025 20:39 โ ๐ 14 ๐ 3 ๐ฌ 0 ๐ 0Mine was so severe it lead me to a full break down as I literally burnt out on LIFE... which took me out of action properly for ~4 years.
Long-since recovered now, but yeah. Be careful out and keep life balanced.
Life CAN and WILL creep up on you, if you let it.
Yo #GameDev, don't you dare burn out on me, ok! It's cool doing what you're doing; NOT if it comes at the expense of YOU or those around you tho. ๐ค
Trust me. Been there, done that, worn the whole darn outfit. Know the limits of your own mental and physical real-estate. ๐
Code like you plan to reuse it later.
Even if you don't, your code will be compartmentalized, a million times better, and a million times easier to read. ๐ซก
Dear #GameDev; and all creatives out there.
If you're only ever focused on the end product, you'll forever lose sight of the steps needed to get there. โฐ๏ธ
Remember, whatever you're creating, is a journey. To summit, big milestones require small steps. ๐ค
#MotivationMonday
For additional context, this example is first iteration, getting it to work first code.
My method is always to code long-hand first then optimise later, if needed.
This is begging for gameplay tags:
Door
Door.Open
Door.Open.Ajar
Door.Open.Full
Door.Closed
Door.Closed.Locked
YES. I love gameplay tags.
27.07.2025 21:50 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0So in the interests of knowledge sharing, how would you code yours?
27.07.2025 21:33 โ ๐ 0 ๐ 0 ๐ฌ 2 ๐ 0Make your next game, like its your last.
27.07.2025 14:45 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0It's a million times easier to optimise code that works.
27.07.2025 00:14 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0So while this isn't ground breaking code, what it does demonstrate is the importance of..
A. Getting your code to work FIRST.
B. Optimise your code second, if needed.
nb: I always code everything long-hand first, with a view to shorten / optimise later; if needed.
One of things I love about #GameDev is that there are so many methods to achieve the same result.
Use whichever you're most comfortable with, then challenge yourself to optimise.
Bonus:
Door is Being Accessed: "True" Before Animation, "False" After each animation finish.
State changes will be as follows
1. No Change
2. Door iS NOT Closed
3. Door IS Closed
4. Door IS Ajar
5. Door is NOT Ajar, Door is NOT Closed
6. Door is NOT Ajar, Door IS Closed
Shows a vector graph (feeding an alpha out for use with lerping)
To add extra polish..
At the end of your timeline do this to the Alpha. (the alpha is fed into the lerp, fyi)
By adding a little fluctuation at the end, it adds a little inertia / and makes the door not just close / open dead on. ๐ซก
Data you would need to store and access would be
1. Door Close Status
2. Door Locked Status
3. Door Ajar Status
4. Door "Being Accessed Status" (if preventing spamming opening / closing)
5. Each diff target rotation as above.
To animate, lerp between rotations.
The 6 states would then animate the door as follows.
1. Does Nothing == Door Rattles
2. Closed Door Rot >> Open Door Rot
3. Open Door Rot >> Closed Door Rot
4. Open Door Rot >> Ajar Door Rot
5. Ajar Door Rot >> Open Door Rot
6. Ajar Door Rot >> Closed Door Rot
Rot = Rotation.
Screengrab of a blueprint (by @LiamTwose) with a logic sequence that determines the action a door should take based on 6 states. 1. [Door IS Locked] AND [Door IS Closed] AND [Door is NOT Ajar]. 2. [Door is NOT Locked] AND [Door IS Closed] AND [Door is NOT Ajar]. 3. [Door is NOT Locked] AND [Door is NOT Closed] AND [Door is NOT Ajar]. 4. [Door IS Locked] AND [Door is NOT Closed] AND [Door is NOT Ajar] 5. [Door IS Locked] AND [Door is NOT Closed] AND [Door IS Ajar] 6. [Door is NOT Locked] AND [Door is NOT Closed] AND [Door IS Ajar]
Ok. in a bid to share more knowledge.. to code a "swinging door", here's #GameDev logic w/ 6 states inc. Ajar. ๐ช
1. Closed, Locked, Not Ajar
2. Closed, Unlocked, Not Ajar
3. Open, Unlocked, Not Ajar
4. Open, Locked, Not Ajar
5. Ajar, Locked, Not Closed
6. Ajar, Unlocked, Not Closed
Excited to start showing more soon.
Deliberately held back; which is paying off.
While it is super important to show / #PitchYaGame consistently it's ALSO even more important to ACTUALLY work on it.
Means better quality, you have more to show, and it's easier to pitch!