Hey @4AGames @MetroVideoGame you might want to look into the property being infringed on.
Nomadnetic retweeted
chandler riggs created a perfect resident evil 7 short film
thank you for that goat
Nomadnetic retweeted
We are deeply saddened by the passing of Richard “Levelord” Gray.
From his legendary work on Duke Nukem 3D to the countless players and developers he inspired, Richard leaves behind a lasting legacy.
Rest in peace, Levelord.
Nomadnetic retweeted
I'm finally ready to show some enhancements/quality of life fixes I've been doing for Tomb Raider Legend and Anniversary.
Hopefully I should be able to make all these (and more) available by the end of the month.
Nomadnetic retweeted
Want to get your hands on an original copy of The Elder Scrolls II: Daggerfall? Now's your chance!
To celebrate Daggerfall's recent 30th Anniversary, we're giving one lucky winner the original game along with a poster illustrated by @samdunn of @PosterPosse. Follow and repost to enter, and a winner will be messaged in a week!
Full rules: beth.games/4juTbWz
Nomadnetic retweeted
i spent all my free time over the last two years building ALATURKA from scratch, entirely on livestreams with a $0 budget.
it is basically a PS2-era 70s Istanbul GTA with heavy driving physics and döner kebab deliveries.
here is the new official trailer. RTs appreciated.
Nomadnetic retweeted
Man, 82, dies after beach fight with 76-year-old over sunlounger in Greece bbc.in/4y0By5m
Nomadnetic retweeted
Want a character in SeverLink who's basically... you? Or your wildest imagined self? We have a tier for custom designed NPC. Slots are limited, so don't sleep on this one.
The campaign starts tomorrow 👀
Sign up below!
#indiegame #indiedev #gamedev #lowpoly #y2k
Nomadnetic retweeted
Yes, I know things can look a little glum at present. But , for now cheer up. From us.
Nomadnetic retweeted
QuackShot (Sega Genesis, 1991) Donald's plunger gun starts as a stun tool before later turning into a platforming trick. Did you use it like a weapon, or save shots for traversal?
I played this as a kid, being in awe even on a CRT, it looks even better in this footage.
It looks good tho because that is the sole focus of the game is surfing, its not rendering cities or vast amount of entites. They could afford to spend their mem budget on these shaders.
Reminds me of when the Ultima Arthurian Legends project was canceled and Origin staff made a memorial in the hallway. Except EA actually let them keep it there, only asking them to clean it up when journalists came through.
Bethesda HR Forced Staff To Remove Small Memorial To Laid-Off Colleagues kotaku.com/bethesda-hr-force…
It's pretty telling that that Tim and other greedy publishers want to hide it. It's almost like they know being transparent with the use of the theft machine will hurt their sales.
Epic Games CEO Tim Sweeney believes Valve is irresponsible for forcing AI disclosures on Steam. 🔗 wccf.tech/1kpk4
"I think it's really irresponsible of Valve. They shouldn't do it, because it makes it much, much, much harder for a game developer to have a chance of success. You have to choose from either not using tools that can make you way more productive, and probably failing due to competition that does."
Nomadnetic retweeted
There are a few things that I look back on as my mistakes in the early days.
Quake was overly ambitious technically. We could have done all the great multiplayer and modding work inside a Doom++ engine, allowing the designers to work with a more stable base instead of rug-pulling everything out from underneath them a couple times. The follow up game could have then brought in full 6DOF environments and characters.
I pushed everyone too hard. I didn’t appreciate how maturing companies need more slack, and that running people at startup intensity constantly will wear them out. Quake was also where I really had to accept my personal limits. I was working pretty much as hard as humanly possible, and I was still slipping past my goal points.
On all of the founders’ shoulders, our original corporate stock arrangement and buy/sell agreement was a mistake, and resulted in bad incentives. We wanted to ensure that all ownership rested in the hands of people working hard on current projects, but the Silicon Valley standard approach of vesting stock would have worked out better.
One real problem that I don’t accept the blame for is that we were insisting that level designers be not just game designers, but also have strong visual design esthetics. They needed to make things that not only played well, but looked awesome, and it got more challenging as the technology provided a richer palette. Romero covered that well, which set our company expectations early on.
We should have figured out how to pair up artists and designers earlier, but there was infighting among the designers, and the ones that could manage the visuals were happy to disparage the ones that couldn’t.
Sorry, Sandy.
How Quake ruined id Software.
There has been a lot of praise of Quake of late, with its 30th anniversary, and it's deserved. Quake is an amazing feat of art, programming, and design. I worked on it, and everything came together almost perfectly from all of us. We ended up with a free-wheeling, frenetic action game with enough of a visible world to grip the imagination.
All the team did a brilliant job, fulfilling tasks just right. But at a grim cost. We worked long and hard, and I think it broke us spiritually.
1/3
Quake is 30 years old.
Happy birthday Quake.
#Quake is 30 years old.




































