@glassbottommeg@peoplemaking.games
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glassbottommeg

@glassbottommeg@peoplemaking.games

Queer af founder of Glass Bottom Games. BAFTA Breakthrough. Now working on something mysterious (previously: SkateBIRD, Hot Tin Roof, etc).

Things I tend to do include: #UnrealEngine, #IndieDev, #GameDev, and I love #Birds

Sometimes a bit of #GamingNews and #IndieGame / #Gaming too!

This profile is from a federated server and may be incomplete. Browse more on the original instance.

rafaelfajardo, to random
@rafaelfajardo@mastodon.social avatar

My new frand outside my studio window. So pretty!

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@rafaelfajardo oooooh, in a window well?

Huh I guess that makes sense. Would have figured it was still too exposed for those little ladies, but I guess those really are pretty enclosed.

mcc, to random
@mcc@mastodon.social avatar

Agree or disagree with the following statement: "Xpander" was Sandstorm for the kids who actually liked Trance

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@mcc big agree

glassbottommeg, to random
@glassbottommeg@peoplemaking.games avatar

New paranoia:

We had a car drive itself into a tree. On its own. It isn't even an electric. Though I guess it wanted to be?

The fucking starter shorted out somehow, and the STARTER DROVE THE ENTIRE ENGINE. DESPITE THE PARKING BRAKE BEING ON.

I've never even heard of this failure mode. WTF.

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@klord not automatic, manual. It was left in gear.

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@dcfedor nope! Manual

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@drunknbass you don't need ignition to run the starter, it was shorted over

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@DamonWakes there'd been an issue for a while where it seemed like the battery was often dead, yep!

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@dcfedor oh hahaha no no, it did this when we weren't even there! We just came out and, the tree was knocked over, and the car was against it.

Battery was hot, smelled very funny, etc.

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@dcfedor I genuinely tried to put together a "someone tried to steal the car, hit a tree and ran off" story in my head. Even though we live in the middle of nowhere in the woods. And there was clearly no attempt at breaking or hotwiring or anything.

Because that STILL felt like it made more sense, heh

glassbottommeg, to gamedev
@glassbottommeg@peoplemaking.games avatar

I wonder if we'll see a noticeable hiccup in indie games over the next few years, and not just because of funding drying up.

I've spent the last like, 2 years? of on two projects now, but REALLY a lot of this was just learning a new engine cus Unity fell apart.

Clearly we'll also see a hiccup because funding etc, and the two would blend together. But still. I really wonder how much of it will be all of us retraining ourselves in realtime and that adding a few years to our timelines.

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@klord Cash ran out? Was Maenhîr funded externally or the like?

But also yes, Lumo was rad and I'm def more excited for 2umo, heh.

glassbottommeg, (edited )
@glassbottommeg@peoplemaking.games avatar

@UnboundCreations Huh! Interesting point. Like even if they can't find funding, a bunch of them will be hopeful/stupid(heh) enough to just self fund their own stuff directly out of AAA with team sizes much too large to make sense, etc. We almost all make that mistake initially. Even if most inevitably flame out, that still creates a big wave of games that might fill any gap left.

Also, purely as an aside, your TikTok marketing has been fuckin GREAT. Been cool to see how well it's going for you!

unormal, to random
@unormal@mastodon.social avatar

got the hankering to try elden ring again after god of war and ac6 and some other games slowly improving my gamepad capabilities to the point where I don't really feel hampered over a kb+mouse; gonna try a battlemage this time I think

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@unormal I think I'd argue Elden Ring is way easier than GoW hardest, so yeah you'll be fine.

Most of what makes Souls hard can be solved by watching someone stream a battle. Then you realize "wait... there's no hitbox there? Excuse m". Whereas God of War really did have a lot of next best thing to QTE forced counters etc.

maxim, to scifi
@maxim@mastodon.gamedev.place avatar

I began to make the logic of the interaction of the cable with the protagonist. I don't want to make a rope that will wrap around objects. I probably add the cable to the inventory, and not drag it behind the character

video/mp4

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@maxim I'm assuming you're not even remotely using the built-in cable system/component in Unreal, right?

Took a few swings at making that thing stable and... woof.

PetePlaysTheGames, to random
@PetePlaysTheGames@peoplemaking.games avatar

Not that anyone really cares, but I got all the issues I caused this weekend sorted. I installed a wire in the wrong terminal, ended up only frying two wires and no components. Very fortunate.

So, back to it. Grinding away, trying to be a better me. Sometimes treating yourself needs to be in the form of improvement, and not just sweet treats or watching two movies. (There's nothing wrong with those options either!!!)

What kind of projects do y'all have going? I know there's some games getting made, how do you keep pushing?

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@PetePlaysTheGames oh, damn, yeah you got lucky on the wire heh- but luck is good! Glad it didn't go worse.

As far as how to keep going, woof. Mostly I just keep my head down and put one food in front of the other. I'm at the depressing point in the middle where it seems like we're not making progress and little fires keep cropping up, and we keep missing deadlines (that aren't real deadlines but still), etc.

glassbottommeg, to gamedev
@glassbottommeg@peoplemaking.games avatar

Uh. I'm pretty sure this just killed every single indie/AA owned by Embracer: https://embracer.com/releases/embracer-group-announces-its-intention-to-transform-into-three-standalone-publicly-listed-entities-at-nasdaq-stockholm/

Indie doesn't scale. You can't katamari up a bunch of tiny studios and then say "alright break into 100 teams and each make small games!", it breaks down. But that's essentially what they did

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@belghast right? Like the logic barely made sense originally. They essentially acquihired a ton of indies and poured them into a massive AAAA bucket. At least there, you can dissolve them into larger entities. You lose a ton in the process, but between IP acquisition and the difficulty of hiring lately, it might work out.

But breaking them back apart into sorted buckets just. Like. Now you can't even do that? WTF are they thinking.

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@kaynSD @runevision exactly. Indie barely functions when it's a single studio. The way profit expectations and cost scale with size, that math just gets worse and worse and worse as you get bigger, and breaking into a ton of smaller "internal" teams never works as a result.

They only had a chance before because they could essentially hide behind the huge AAAA shit.

Embracer almost certainly knew that. They did this intentionally. This is "right sizing" by just cutting the indie out entirely, without them having to admit it.

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@rtm223 @kaynSD @runevision The maths don't really work out, though. AA / mid-tier is always balanced on a razor's edge, those studios are simply at risk by their very nature. They don't have the overages necessary to sustain smaller teams. Even if they did, simply by integrating smaller teams into a larger org, you make those smaller teams operate at significantly lower efficiency, and they won't be nimble enough to survive. Not to mention that they lose any semblance of community support for "underdogs", lose access to funding initiatives aimed at small studios, etc etc etc.

There's a ton of reasons why taking a large studio and chopping them into a bunch of smaller teams doesn't work for anything but loss-leaders. You could write a book on the subject, or at least a really big chapter. What they've done here, while not precisely the same, will fall victim to essentially all those same foulings.

The extremely brief explanation is that both profits AND costs tend to scale way over linear VS team size.

logicalerror, to random
@logicalerror@mastodon.gamedev.place avatar

crazy impractical thought; would it be possible to generate electricity from the difference between high and low atmospheric pressure over time?
I mean, probably? doubt it would be efficient though

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@logicalerror that's essentially what wind power is, I think?

glassbottommeg, to gamedev
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I've been trying to work this whole morning, but my brain keeps spinning back around to "even SockDreams itself, the central website, calls them programmer socks now" https://sockdreams.com/products/xl-foot-extraordinarily-longer-programming-socks

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

Anyways I think I would hate programmer socks, I don't think I have good leg shapes for them, the tops would roll down and I'd hate it and also my body doesn't do well with being kept too warm, but I keep thinking "what if programmer socks tho"

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@jjacobsson I mean, yes? Most do, heh.

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@biphenyl tragedy

how can I be a programmer without programmer socks

it's a paradox

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@jjacobsson I mean,

YessssssBUT

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