Why would I stay away? I bet his hugs feel amazing!
Why would I stay away? I bet his hugs feel amazing!
Not wrong. I kind of wish it were boxes and triangles. Both kiki, but with the number of sides corresponding to odd/even. And I suppose the word Odd starting with a circle is a reasonable argument for the current standard.
Iβm so sorry, Kee. A lot of what they do with Raz is my fault. I made those bugs.
Neat concept!
Got this in only two guesses because it uses a ruleset I was already familiar with. I like how it highlights the rule violations on incorrect guesses. Looking forward to more!
I just built 5.7 in vs 2026 this past week using the 2022 toolchain. The things I needed in the installer were under Individual Components. Searched for β14.44 build toolsβ. I think the two things I needed were MSVC and ATL.
Edit and Continue worked in the gameplay code on that project. Was a delight!
I hope so
Bee Magic is a wonderful puzzle game (go play it!). Using movement patterns to cast spells creates interesting challenges with the level design. Really nice to read about design iteration on the map!
From @leepetty.bsky.social⬠and Double Fine Productions, our new game is Keeper - a beautiful and surreal third-person, atmospheric puzzle adventure, and a story told without words.
On October 17 2025 β The Keeper Shall Awaken! Wishlist today, and find out more on www.doublefine.com
You are the bed now.
Last year I wrote about the movement systems for Raz that we built on top of Unrealβs CharacterMovementComponent. This covers the architecture of our Move Mode system, how a few of our custom modes work, and a bit about dealing with inconsistent gravity.
doublefine.com/news/behind-...
The most egregious scrabble play Iβve seen allowed is βMRTβ. As in the actor Mr T. The folks at that table had a very unique interpretation of the rules.
Poor quality drawing of a dog with a head shaped light a twisty cfl light bulb
Mine didnβt come out rightβ¦
And if you havenβt already played Psychonauts 2, itβs currently an absurd 90% off on Steam: store.steampowered.com/app/607080/P...
I hope to find time to write more of these. Itβs great to be able to share behind the scenes info for others to learn from. And the process of writing helps me think about how I might improve similar systems in the future.
I wrote a small series of articles earlier this year about some gameplay features I worked on in Psychonauts 2. A little look into how we built and tuned the systems. Hereβs the one about Razβs jump: doublefine.com/news/devin-a...
Any results from the chilled dough portion of the experiment?
Wow, 512 followers! Intro post time! I make games (current: Double Fine, past: LucasArts, Dynamighty). Mostly a programmer, but some design too. Other interests include music (piano and composition), puzzles, and being outside. Quiet, but sometimes I like to write about gameplay systems.
I played 868-HACK during my daily commute for years. Fantastic roguelike with interesting risk/reward choices, simple controls, and turn-based gameplay so you can play at your own pace. Very excited that a sequel is in the works!
The beautiful sounds are for my officemates, not me
Oh this sounds like me. Iβd appreciate being added!
Very cool, nice progress!
I have fond memories of playing a bunch of these with you! Also Mario Kart on the broken tv where green and red shells were slightly different shades of brown.
That dopamine hit is the real reason to avoid premature optimization
Navigating a brain involves running, climbing, and more.
Player Movement and Powers Feature Lead Devin Kelly-Sneed (@devinks.bsky.social) has once again sat down for a closer look at Psychonauts 2. This time, itβs all about movinβ around!
Read more: doublefine.com/news/behind-the-code-move-modes
I have a vague recollection that there were reasons we didnβt use EQS for this feature, but I wasnβt involved in the decision and unfortunately donβt know what they were. Best guesses: EQS being labeled βexperimentalβ or concerns about it being too tightly tied to AI systems.
Most of the time game thread wasnβt the limiting factor in frame rate. We considered various optimizations (multithreading, storing targets in an octree, etc.) but didnβt end up needing to.
The targets were put into a few different lists based on broad search categories. Weβd run through the entire list for the appropriate category. To mitigate the perf cost we tried to order the conditionals to discard as many targets as possible without doing very costly evaluations.
Registration was generally through InitializeComponent/UninitializeComponent. I think those got called when something streamed in/out, but canβt remember for sure. There was also a way for targets to be set Active/Inactive at runtime which let us temporarily ignore them during searches.