If 2+2=5, then what is the radius of a campfire sized marshmellow that is orbiting around the sun completing each orbit in 12 parsecs?
Can I blast you beefy vagina with semen? You're already pregnant. Where is the harm?
who knew that if you pissed all over your harassers they serve a dual purpose as an inaccurate pregnancy test
what a value
Do you have a lot of questions waiting in your inbox? Do you got people helping you looking through them?
who do you main in smashbros?
I've never played smash bros but I do like watching the EVO matches (though MVC is more my shit)
A few weeks you tweeted "What do you think Gackt is doing right now". Did you know that Gackt actually recently started making let's play stuff for Nestle on YouTube?
OH MY GOD I NEED THIS
where do i get your game depression quest ?
You can play it for free in-browser at
www.depressionquest.com but there's a downloadable crossplatform version on Steam and itch.io (also free)
so you used to play guitar, but is there any other musical talent you have, like singing or smashing sticks on stuff? i mean, you're part robot so it isnt impossible to be a multi-talented drummer, singer, guitarist and bassist
I played trombone for like 12 years and was classically trained in singing and stuff but I am still awful at the latter. I really wanna learn how to play drums.
As a starting game dev, I'm trying to decide how to approach making game projects. Do I want to focus on one or two supreme quality games? Or do I want to show everyone that I can make multiple games with consistent quality?
It's way easier to scale a good idea up than it is to have something unfinished and have to scale down. My personal suggestion is start as small as possible so you can first make the part of the game that is the most interesting, prototype that, see how it looks, start showing people and get feedback. If it's the right project to really scale up into a longterm thing, you'll *know*. If not, you still have a small game you can ship and show people, you still have something cool, and some games are meant to be small anyway.
Consider the reverse - you have a great idea, you know it's right, so you set out a multiyear plan for it. Sadly since you're starting out you won't have as much experience in taking something from start-to-finish and there are so many things you can't plan for or anticipate and having more experience dealing with that stuff is vital. You also won't have experience with your limits of burnout, how to manage co-creators, if you're a good fit with those co-creators longterm, and all kinds of things, so you can find yourself 1-2 years into a long project and dead in the water with little to show.
Ultimately the thing to do is whatever is right for you. But I can't stress how much I suggest the first path over the second, and I am speaking from the point of view of someone who has had to learn the hard way (and seen a shitload of people fall into that trap and never ship anything ever).
Would you fight a deadly land shark if an arena was set up? (with rules and regulations of course, possibly weapons)
Only this one.
I'm literally at step zero of gamedev. Never done any, never took a class. Where do I go for resources? I already downloaded unity and started doing tutorials.
Have you ever accidentally corrupted any magnetic media? How do you handle magnetic stripe cards?
I have accidentally erased a few hotel keycards by being absentminded but that seems to the only thing weak enough for me to screw up.
Unfortunately.
I really wanna try fucking around with a VHS's strip to see what would happen, though. Guitar pickups make cool noises when I get my finger near them, too.
holy shit you are so gay lol
I'm genuinely curious, given that I am a dirt-poor, chain-smoking, adderall-popping alcoholic, why you are aging more rapidly than I am. What is your resting heart rate?
Why are you aging so rapidly?
Questions like this.
Not everything can be solved with EVA Sanders, Zoë.
Not with that attitude it won't.
So are you doing the podcast or not? Are you our new homes?
Who are some of your personal heroes?
Do you watch any anime/like fried chicken?
Could you talk about the work flow you use when designing a game? I'm just starting out with this as a hobby to see if I can develop any talent for it, but I feel like a kid trying to build a treehouse.
I don't know how well this will work for anyone who isn't me - and I strongly encourage you to throw out anything that doesn't work for you.
1. Figure out what the ethos of the game is. What am I trying to say or do with it and what is what makes that interesting?
2. Prototype the mechanic and tweak it so that it works with 1 as best as humanly possible. If 1 is not as interesting as I thought it was, do something else. If it is interesting in a different way than I anticipated, explore that instead. Poke at it a bunch and see what works and what the game "wants" to be, then decide if it's worth expanding on or following or essentially worth my time at all.
3. Figure out the art that will help to communicate and reinforce whatever the fuck the point of the game has become after 2. Figure out the sound that will help to communicate and reinforce whatever the fuck the point of the game has become after 2. Figure out what narrative the mechanics tell and decide if that's one I want to tell or not, and if not, change either the mechanic or the narrative but try to resolve one to be in line with the other.
4. Go through everything I have and throw out anything that doesn't /actively reinforce/ the point of the game. If it's there just to be neat or just cause I want it to, I can probably do it better.
5. Try to come up with as many edge cases as possible. Ask difficult questions of what you've designed. Ask what-ifs. Ask if you're being inadvertently shitty to anyone. Ask if you're being too obtuse. Ask if you like what you see. Ask what you don't know yet. Ask if you could be doing anything better. Ask how the game feels. Ask if it's too flat. Envision yourself playing the game as completely as you possibly can and think through the flow of things and what the player's experience would be while trying to remember they won't have all the context and knowledge of what things do in the way you do.
6. Sleep on it.
7. Repeat 5 as many times as necessary to try to eliminate ambiguity.
8. Talk to other game designers about your shit. They'll ask questions and come up with cases you hadn't thought of basically every time. Don't freak out if they tear it to shreds - it can be really useful. Talk to people who don't make games about it. Talk to friends who don't give a fart about games from it. Basically get as much not-you perspective as possible, and ask your design more questions.
Through all these stages I'm prototyping anyway. It's really important to not get too married to the idea of what your game is vs the reality of what it's like to play. The first iteration of It's Not Okay Cupid sounded really cool in my head but as soon as I wireframe prototyped it and sat people in front of it, no one got the interesting parts of it because I was doing a shitty job of communicating it, and the gameplay was too niche so I threw the entire thing out and made one smallish tweak to the design and it fixed SO MANY PROBLEMS. Be ok with killing your babies.
can you feel if someone else has a magnet? like if you shake someones hand can you tell if they are a fellow cyborg
Actually, yes. Also I have mixed feelings on who I wanna do this with. It's kind of weird, and I'm probably being overly sentimental, but it's kind of a weirdly personal feeling to touch magnets with someone. When I first got it, the guy who put the magnet in my finger had one too and touched his to mine right after and it felt like this personal bonding thing. One of my exes also has it and it feels like it'd be too weird to do that with him.
Basically, I don't know how I feel about doing that yet. Being stuck to people is weird.
Hey, what's the worst video game you've ever played?
Irritating Stick!
No seriously, this is a real thing.
https://en.wikipedia.org/wiki/Irritating_Stick"The show in turn was based on a carnival game, where the player tries to maneuver a metal rod through a metal maze without touching the sides or else they would get shocked. The player would also experience hearing a loud announcer screaming to confuse them while trying to escape the maze."
Normally I have a soft spot
So is Zoëred/Jaroë a thing now?
Jared from Subway?
I'm not really sure what you're getting at here. Are people shipping me with my friends again D:
Whats an easy programming language to learn for an absolute beginner (that's also functional/commonly used)?
I really like writing about games and the reviewing process and stuff and I want to eventually write about games for a living but talking to devopers is kind of intimidating and I usually don't know where to start do you have any tips as a developer yourself?
Definitely.
1 - Don't try too hard to sound "like a pro". This doesn't mean be unprofessional, but talk like a person and be polite and respectful instead of someone trying to ape what they think pro journalists talk like, if that makes sense.
2 - Offer to do a quick skype call instead of emailing questions. I find emailing back and forth takes a lot more time, and I'm more likely to say yes to a quicker skype interview.
3 - If you're going to ask about any sensitive subjects (gender, race, what have you) ask them if that's cool beforehand. I hate it when questions about ~*WOMEN/QUEERS/CYBORGS IN GAMES*~ get sprung on me with no preparation and some days I really just would rather talk about my games and not have to say something political.
4 - Try and be friendly before jumping into an interview! It makes it way easier to talk to you and warm up to a real conversation instead of coldly jumping into interview mode.
5 - Do a little research about your devs first, you might find some topic that isn't specifically their games to bond over and can talk to them maybe a bit easier.
Basically, treat people with respect and like people and not test subjects, and you should be fine.
I'm an avid game player, but for various reasons have been avoiding online game forums/discussion places. What's up with the hatred of "casual games?" Is it just elitist gamers hating on different tastes, or is there some validity in the criticisms?
It's pretty much a ton of chest thumping and No True Scottsman arguments coupled with a good ol dose of nerd rage pissing matches.