Game Developers of Kiwi Farms

So thought i'd make an update here. The Cry of Fear developer, Andreas Rönnberg has had leaks of him being a groomer and simping for a tranny. I'm too lazy to make a thread about it right now but here's the evidence docs: https://drive.google.com/drive/folders/1Ps5xz2kbGMWyFDbGMkGbLEqEcMUO4DPH

How does it feel that every indie game developer ends up becoming a groomer?
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Fucking hell, I remember browsing the Encyclopedia Dramatica page several years back out of curiosity, but even then I was still biased enough by childhood nostalgia to continue looking at the game fondly. This is far worse than whatever I'd thought could come out after I first read that article. How very naïve of me.
 
So thought i'd make an update here. The Cry of Fear developer, Andreas Rönnberg has had leaks of him being a groomer and simping for a tranny. I'm too lazy to make a thread about it right now but here's the evidence docs: https://drive.google.com/drive/folders/1Ps5xz2kbGMWyFDbGMkGbLEqEcMUO4DPH

How does it feel that every indie game developer ends up becoming a groomer?
Someone make an Afraid of Monsters mod where all the pillz are replaced with tranny porn magazines.
 
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Fucking hell, I remember browsing the Encyclopedia Dramatica page several years back out of curiosity, but even then I was still biased enough by childhood nostalgia to continue looking at the game fondly. This is far worse than whatever I'd thought could come out after I first read that article. How very naïve of me.
Wow! Never seen this before. One of the devs Sporkehh even called RuMpel out on his narcissistic bullshit.
 
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I was asking in another thread last week, but can anybody here recommend something to watch if I wanted to build a card game (think a traditional trading card game, not something like slay the spire)? Or even some simple software I could set it up in? I have an old game maker license from ages ago, and it's a C derivative with C being the last thing I was slightly familiar with but programming has never been my strong suit (though the included solitaire demo has been handy to poke around to see what to expect at a basic level). In any case I've got a couple hundred cards at this point that I'm wanting to prototype, and tabletop sim is becoming too tedious to work with.
 
(think a traditional trading card game, not something like slay the spire)?
Idk if you're asking for a gambling type game, a roguelike deckbuilder which is what slay the spire is, a card battler which is the yugioh pokemon type game or anything else.

If it's gambling then just learn how probability works and what mechanics makes probability fun to deal with. Look at the existing stuff, be it bridge poker blackjack whatnot. Blackjack is easy to play and easy to win. Poker leverages a card sample space where the higher hands have a lower probability of being encountered.

If it's a card battler then you should design a battle system, it should traditionally involve damage calculations, modifiers/effect stacking, inducing effects, different items which could affect play etc. Again look towards pokemon or yugioh.

If it's anything else like uno or tapeworm (ed mcmillens card game), you have to come up with mechanics you want which work well. Uno itself is sorta based off Aces which is done with traditional cards. Tapeworm is a space based card game, all about arranging the cards as efficiently as possible (imagine scrabble but cards). You can probably come up with good mechanics if you observe other games and real life stuff. Japan has this card game called menko cards, it's about trying to flip cards using air and stuff. Mahjong could also be translated into a card style game albeit with some difficulty. Go wild I guess.
 
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Idk if you're asking for a gambling type game, a roguelike deckbuilder which is what slay the spire is, a card battler which is the yugioh pokemon type game or anything else.

If it's gambling then just learn how probability works and what mechanics makes probability fun to deal with. Look at the existing stuff, be it bridge poker blackjack whatnot. Blackjack is easy to play and easy to win. Poker leverages a card sample space where the higher hands have a lower probability of being encountered.

If it's a card battler then you should design a battle system, it should traditionally involve damage calculations, modifiers/effect stacking, inducing effects, different items which could affect play etc. Again look towards pokemon or yugioh.

If it's anything else like uno or tapeworm (ed mcmillens card game), you have to come up with mechanics you want which work well. Uno itself is sorta based off Aces which is done with traditional cards. Tapeworm is a space based card game, all about arranging the cards as efficiently as possible (imagine scrabble but cards). You can probably come up with good mechanics if you observe other games and real life stuff. Japan has this card game called menko cards, it's about trying to flip cards using air and stuff. Mahjong could also be translated into a card style game albeit with some difficulty. Go wild I guess.
It's the second. I already have the rules and systems written out and I've tested plenty of times manually, but I was looking into what sort of software that might exist that I can play it in. So far I've just been using TTS.
 
So, guys. Did anyone else received an email saying that their company had decided to follow an piece of legislation called "The Digital Services Act?" Because all of an sudden, there's an new requirement to have your address and contact info visible for the Eurocucks.

Skimming through it, this is mostly the usual regulation stuff that we all expected from them. Except for Articles 30 and 31
this is nothing new: https://en.wikipedia.org/wiki/Impressum
one way to deal with it, which probably works for this too, is hire an agency which runs the site "in your name", it's their address on the imprint and they just forward all the mail etc. for a fee.

It's the second. I already have the rules and systems written out and I've tested plenty of times manually, but I was looking into what sort of software that might exist that I can play it in. So far I've just been using TTS.
you can always go all in build a standalone version from the ground up in unity etc.
 
this is nothing new: https://en.wikipedia.org/wiki/Impressum
one way to deal with it, which probably works for this too, is hire an agency which runs the site "in your name", it's their address on the imprint and they just forward all the mail etc. for a fee.
Yeah, my area has something along the lines of an " registered agent " or something where it's just some company that's forwarding your mail and those lawsuits that Null is so fond of receiving
 
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you can always go all in build a standalone version from the ground up in unity etc.
I've been thinking about it for sure. I tried watching a tutorial to build it in GML (which is some kind of C derivative iirc), but my head was definitely spinning at points. I'm not sure I have the chops to program but we'll see.
 
I've been thinking about it for sure. I tried watching a tutorial to build it in GML (which is some kind of C derivative iirc), but my head was definitely spinning at points. I'm not sure I have the chops to program but we'll see.
If you don't want to start from scratch I just found a couple of templates on Godot's asset library

They're both for Godot 3 though, so you're subject to manufacturers and maintainers declaring OpenGL is lame and gay and dropping all support of it from existence (Which they've been trying to do for years now).

I also found a couple for Godot 4 but they don't appear to be as extensive.
 
If you don't want to start from scratch I just found a couple of templates on Godot's asset library

They're both for Godot 3 though, so you're subject to manufacturers and maintainers declaring OpenGL is lame and gay and dropping all support of it from existence (Which they've been trying to do for years now).

I also found a couple for Godot 4 but they don't appear to be as extensive.
I'll give them a peek here in a bit, thanks very much. I'm honestly not familiar with Godot at all and I sometimes forget it exists since I'm so out of the loop.
 
Tried out Godot for the first time. I love how lightweight the engine is and that it actually has helpful beginner resources to work with.

Though idk if i should bother with Unity instead. Godot seems to be far more friendly to hobbyists making a 3D game.
 
Tried out Godot for the first time. I love how lightweight the engine is and that it actually has helpful beginner resources to work with.

Though idk if i should bother with Unity instead. Godot seems to be far more friendly to hobbyists making a 3D game.
I'd say if it works for you stick with it, get in the weeds and try and make something - lest you find yourself stuck in game engine learning limbo. :)
 
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I'd say if it works for you stick with it, get in the weeds and try and make something - lest you find yourself stuck in game engine learning limbo. :)
Always felt like I was spinning my wheels with Unreal and Unity and other developers were gatekeeping basic info that Godot just hands out right from the start. Now it really is as simple as putting things together from your own design document and not overthinking it.

I made small games in both in the past and I prefer godot (although I use a fork - redot), currently I am working on a mid-sized game in redot and it's been pretty good to me so far - the biggest pain I have is with blender because I can't model for shit.
I can make 3D models and everything. I just loathed how many extra steps Unity and Unreal make you go through to make anything. Meanwhile Godot is simple enough to pick up over the span of a week or two.
 
I just loathed how many extra steps Unity and Unreal make you go through to make anything. Meanwhile Godot is simple enough to pick up over the span of a week or two.
Currently in the situation deciding which engine to go for and currently it is about Godot or Unity. Would love to hear more details about the extra steps you mentioned when comparing Unity vs Godot!

Unreal, although having really neat features, is out of the picture for me as it is too heavy and feels to focused on visual scripting (yes, there is C++, which usually I don't mind, but the Unreal flavour of it felt agonising, especially in terms of all the boilerplate required to do something compared to C# in Unity or GDScript).
 
Always felt like I was spinning my wheels with Unreal and Unity and other developers were gatekeeping basic info
As someone who was thinking of looking at Unreal because they have that mode where you can code visually and I think a retard like me could do that better. How bad was it? I am curious about the gatekeeping. You'd think they'd benefit from establishing a wiki or something. Why hide it? Whose that help? Is it more a feeling you got? Or did you legit hit roadblocks?
 
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