Deadbug Projects ๐ŸŽฎ Paddlenoid ๐ŸŽฎ (@DeadbugProjects) header
Deadbug Projects ๐ŸŽฎ Paddlenoid ๐ŸŽฎ (@DeadbugProjects) profile picture

Wishlist Paddlenoid! A perfectly innocent block breaker arcade game. Steam: https://teapawt.net/t.co/tSWrHdMtqk

The Netherlands
Joined January 2024
Photo by Deadbug Projects ๐ŸŽฎ Paddlenoid ๐ŸŽฎ (@DeadbugProjects)Photo by Deadbug Projects ๐ŸŽฎ Paddlenoid ๐ŸŽฎ (@DeadbugProjects)Photo by Deadbug Projects ๐ŸŽฎ Paddlenoid ๐ŸŽฎ (@DeadbugProjects)Photo by Deadbug Projects ๐ŸŽฎ Paddlenoid ๐ŸŽฎ (@DeadbugProjects)Photo by Deadbug Projects ๐ŸŽฎ Paddlenoid ๐ŸŽฎ (@DeadbugProjects)Photo by Deadbug Projects ๐ŸŽฎ Paddlenoid ๐ŸŽฎ (@DeadbugProjects)Photo by Deadbug Projects ๐ŸŽฎ Paddlenoid ๐ŸŽฎ (@DeadbugProjects)Photo by Deadbug Projects ๐ŸŽฎ Paddlenoid ๐ŸŽฎ (@DeadbugProjects)Photo by Deadbug Projects ๐ŸŽฎ Paddlenoid ๐ŸŽฎ (@DeadbugProjects)
Paddlenoid - A perfectly innocent brick breaker ๐Ÿ˜‡ Break through 33 chaotic levels, take down 3 bosses, and bend the galaxy to your will. Play solo or with a friend. Just remember: ignore the glitch crystals! Where to find๐Ÿ‘‡ #indiegames #gamedev
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All those AI bro's one-shotting indie games... How do they do it? I'm at literally shot #245 (day 90) and I hope I'll have something presentable next summer. #indiegamedev #gamedev
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I'm preparing for a huge gaming renaissance after the current slop tsunami. There must be a ton of devs that are currently using AI to build a genuinely better experience rather than a quick cash grab. #gamedev #indiegames
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Making games won't go much faster, the bar for what gamers expect is just raised. Slop doesn't matter.
Everyone's worried the market will get flooded now that anyone can make a game. Most people are consumers to their core. Finishing something still takes hundreds or thousands of hours, and the vast majority will never put that time in no matter how easy the tools make it.
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Life hack: Save a lot of tokens by having your LLM generate scripts for repeating tasks. Updating the makefiles for my other platform builds for instance. #gamedev #indiegame
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A face without a mask isn't always pretty, but a mask without a face terrifies me.
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Me: "AI, add stencil buffer shadows to my project!" AI: spends 20 minutes absolutely butchering my codebase. Me: spends two hours learning about stencil buffers anyway. Yes, we're living in the future, but I think we'll be OK ๐Ÿ˜Š #gamedev #programming
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No. I think it would be really cool if this made programming more accessible to non programmers and brought in lots of new ideas. #gamedev #programming
Honest question to software engineers: Donโ€™t you feel like AI took the thing that used to make you special and handed it to everyone else?
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Paddlenoid didn't make the cut at @DevGAMM, but the judges did leave honest feedback! โค๏ธ Kind words about the visuals, design and co-op, but also fair criticism about the gameplay hook and presentation. Genuinely appreciate the thoughtful feedback! #indiedev #gamedev
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The first title song I was going to use for Paddelnoid. One of the first things I ever did with Cubase and Retrologue. Still like it. But it's probably a bit too melancholic for a game title screen. #gamedev #OriginalMusic
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Not looking forward to the coming Butlerian Jihad ๐Ÿ˜ฌ #ai #dune
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We tried making Paddlenoid's levels bigger, but it never quite felt right. What worked was adding teleporters to separate sublevels. That also gave us room for hidden areas. Currently running the Steam Autumn sale! #gamedev #indiegames
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Don't store secrets on your clients PC. That's been pretty much common knowledge for as long as I've been in software. LLM's probably do make that a little more relevant. #SoftwareDevelopment #LLM
The end of software secrecy is almost upon us. The death of closed source, and the final triumph of open source. I should have realized this a few months ago when I successfully decompiled the game of Firefighter from an ancient DOS shareware binary. My robot friend was able to tell it had been written in Borland Pascal from looking at the data layout; it gave me back very readable Pascal code with sensibly chosen function and variable names. I transpiled it to Rust and now ship it as part of my heritage games collection. The thing is, I thought of this as a fun stunt but didn't have any confidence that the technique would scale up to large, real programs. I have since learned that people are now doing this sort of thing with entire AAA games, which are among the most complex software artifacts ever to be shipped as a binary. If they can be decompiled, anything can be. This has implications. Massive implications. We need to think about what the world is like when, in general, there is no longer a secrecy moat around almost any software at all. 1/2
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Paddlenoid is in the Steam Autumn Sale! ๐Ÿ‚ It's a brick breaker you can play with a friend. Control your paddles, bend the universe, and defeat the Galactic Empress. For under $3 you can look as happy as my niece does playing it.๐Ÿ˜Š store.steampowered.com/app/2โ€ฆ #indiegames #steam
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And then, every once in a while, you run into a problem there's no vibe coding your way out of... The part is so integrated into a such a complex system with so many moving parts. It requires the full 15 years of experience to diagnose and solve. Kind of satisfying really.
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My advice for making a game that you'll still want to play after months of development: add cheats early. You shouldn't have to prove you can beat your own game every time you need to test something halfway through it ๐Ÿ˜… #gamedev #indiegames
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I spent far longer than expected getting Paddlenoid's story right. Two endings, a dark sci-fi mystery, lots of rewriting. Then I made every cutscene skippable. I wanted to tell a story, but maybe just want to break some blocks ๐Ÿ™‚ #gamedev #indiegames
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