even if your game is funny and stupid take it seriously and lean in, don't try to be self aware, don't wink at the audience, don't be insecure about it
07.10.2025 06:34 — 👍 210 🔁 45 💬 2 📌 0@tzschk.bsky.social
Freelance game dev with an unhealthy fixation with procedural generation. It’s pronounced like it’s spelled. DM for inquiries.
even if your game is funny and stupid take it seriously and lean in, don't try to be self aware, don't wink at the audience, don't be insecure about it
07.10.2025 06:34 — 👍 210 🔁 45 💬 2 📌 0Million dollar idea: modern retro handheld based on Japanese feature phones. You’re welcome.
01.10.2025 19:46 — 👍 4 🔁 0 💬 0 📌 0Impressive! I knew interrupts had to be involved, haha. If you ever felt inclined to post a breakdown, I know I’d be interested.
01.10.2025 17:13 — 👍 1 🔁 0 💬 0 📌 0How did you pull that off?
01.10.2025 08:24 — 👍 2 🔁 0 💬 1 📌 0If it seems familiar, the car plugin is a stripped-down, generalized version of this prototype:
30.09.2025 00:53 — 👍 7 🔁 0 💬 0 📌 0Got to tinkering and ended up with two more plugins for #gbstudio, so if you were wanting to make something car- or tank-based, you're in luck!
github.com/tzschk/gbs-p...
Happy #screenshotsaturday! I doodled a couple niche scene types based on a bygone era for #gbstudio this morning, so I thought I'd share them with y'all. I don't know if they'd be useful to anyone, but feel free to play around with them!
github.com/tzschk/gbs-p...
What about previous finish photos?
27.09.2025 21:14 — 👍 1 🔁 0 💬 1 📌 0If you haven’t already, close and reopen GBStudio. If that doesn’t clear it, restart your computer. Works for me.
23.09.2025 17:39 — 👍 1 🔁 0 💬 1 📌 0hey everyone:
I made a pretty substantial youtube playlist of long videos of just.... walking around. Often fall-related, with rain and parks with leaves and stuff, very atmospheric with that nice autumn aesthetic.
great to have on in the background while working
www.youtube.com/playlist?lis...
Don’t know if it’s a trick, but if there’s room enough on the back of the pin, you could add an additional post with some epoxy.
06.09.2025 17:15 — 👍 2 🔁 0 💬 1 📌 0Sounds like you’ve got a good excuse to learn!
04.09.2025 19:20 — 👍 1 🔁 0 💬 0 📌 0I handled that sort of movement on the C side. Wrote functions for various movement behavior updates and assigned them to relevant actors.
04.09.2025 03:58 — 👍 4 🔁 0 💬 1 📌 0I think about this a lot. A lot of devs (and players, for that matter) in recent years get hung up on some analysis they saw in a video essay. The point of studying art you love is building your own intuition. Trust your gut. Get weird. Alienate players. That’s how art works.
01.09.2025 06:53 — 👍 32 🔁 7 💬 0 📌 0I want to make a mystery dungeon style roguelike game and friendslop about cave diving and a fighting game and a word game and a puzzle adventure game plus I want to remake my top down shooter about casting spells and I want to make a first person dungeon crawler RPG and I want to make a platformer
31.08.2025 03:52 — 👍 77 🔁 7 💬 10 📌 0Started playing Sims 4 on a whim. Have not played The Sims since Livin’ Large. Somehow I thought this would be more relaxing than Death Stranding.
27.08.2025 22:11 — 👍 1 🔁 0 💬 0 📌 0I don’t know what your audio plans are, but I can hear their struggle in my head.
17.08.2025 21:45 — 👍 3 🔁 0 💬 1 📌 0Haven't got anything new for #screenshotsaturday, so have a thread of some stuff I haven't posted here.
09.08.2025 21:09 — 👍 100 🔁 15 💬 2 📌 0Good question… it was probably generating 2D Zelda-like dungeons? Or maybe 3D racetracks. I know those were both pretty early.
14.08.2025 20:40 — 👍 1 🔁 0 💬 0 📌 0The internet was smaller, the noise was quieter. No Kickstarter, no Steam wishlists, no youtube essays about the 13 rules of designing an open world sandbox…
14.08.2025 20:03 — 👍 5 🔁 0 💬 0 📌 0I could write endlessly about what each of these games means to me. Maybe it’s rose-colored glasses, but being a part of the TIGSource forums at that time was magical.
14.08.2025 20:03 — 👍 25 🔁 6 💬 1 📌 0Sometimes I worry I put way too much much thought into what is undoubtably an extremely niche game, but then I remember putting way too much thought into anything is basically my exact definition of fun.
12.08.2025 00:39 — 👍 28 🔁 1 💬 0 📌 0Okay, I'm exhausted. Thanks to everyone who asked questions! Please keep 'em coming if you have them and I'll try to get to them whenever.
12.08.2025 00:22 — 👍 6 🔁 0 💬 0 📌 0"Detailed" is a very diplomatic way to put it, haha. I'm one of the naive fools who got into procgen because I was shit at level design and it seemed easier somehow, so I do my best to make some sense of it from an odd angle.
12.08.2025 00:19 — 👍 2 🔁 0 💬 1 📌 0This scratches the surface a bit, and it's all a work in progress, of course, but hopefully it gets at your question. Landmarks and parks/plazas are the current task, giving specific things to walk toward, reward exploring, or just take a breather, so that could be a whole other thread, haha.
6/6
Ultimately, the driving principle is curiosity (What's in that alley? What's down those stairs?). The answer is always "more city", but maybe it's shadier that way, or the architecture appeals to you more. The key is tuning the generator to change things up right when the user is ready for it.
5/6
But that choice still needs to be meaningful, so rather than "left or right", the question should be more like, "head downtown or through this pedestrian alley?" Not very intersection needs to force a decision, but the user shouldn't go too long between them.
4/6
The point is to keep walking forever, but walking in a straight line isn't all that interesting, so you can give a varying chance of breaking up the street grid (Herringbone patterns are great for preventing dead ends), ensuring that you will eventually have to make a choice: left or right?
3/6
But wandering around a big open field isn't all that fun either, so you still have the guide the user *somewhere* (even if where is arbitrary) and agency and choice are still just as important as goal-oriented games. So, what keeps a wander from becoming a slog?
2/6
That is actually a really good question that I could spend a lot of time on, haha.
The biggest challenge is that traditional level design doesn't quite fit. I'm not trying to guide the user toward a goal or direction. Usually, getting lost is a problem, but here, it's sort of the point.
1/6