All the puzzles for the new game have been planned! It's bigger that our previous ones, and it warranted the use of a good old Puzzle Dependency Chart™.
So, I've gotten a ton of questions about @rfparty on iOS. And the short answer is that Apple won't allow cyber security tools on the App Store. See the blog post linked.
It costs a lot to get iOS out the door(need an OS X box, a modern iPhone and dev license ~$2k+), but it's really not a ton of engineering work to actually port rfparty to iOS. It should be easy, but current app store rules are lame.
@nullagent@rfparty@fdroidorg One benefit (to Apple) of their walled garden is, it helps lower Apple’s costs for iPhone support.
If an iOS user installs malware, there’s a pretty good chance they’ll soon be asking for AppleCare. AppleCare is a huge part of the company’s competitive advantage, so anything that risks raising the cost of providing that service is Bad News For Profits
And of course sideloaded malware creates a tech support nightmare … (1/2)
@nullagent@rfparty@fdroidorgIf Apple should discover that sideloading apps in the EU does not in fact result in significantly higher AppleCare expenses, then there’s a chance this capability might make it to the rest of the world.
(Or maybe they offer sideloading support as a “iCloud Pro” service or something)
Happy Monday!!😁🎉
I optimized the bounty system further and have created a really dynamic solution! Check out my newest #Devlog! (slightly more technical than normal). https://vinciware.com/pressing-buttons
Two o'clock in the morning. I listened to various news, there is no point in sleeping...
Reopened Unity and Visual Studio. I want to quickly make an experimental system for the appearance of enemies, it will react to different indicators of the hero and the environment in order to throw different enemies to the player and loot. To make gameplay more fun, I hope...
I have a big scheme in my head, no time to draw a diagram
I've spent the last couple of days working on the 🇮🇹 Italian 🇮🇹 translation for my latest game "Not enough time", so I decided to write a blog post about the approach I used to make the game translation-ready (mostly so I won't forget again how it works, next time I make a game): https://blog.apicici.com/posts/2023/08/game_translations/
Slowly working on Innkeep documentation. Made a visual reputation of the major thematic and stylistic influences. Really happy with the way the theme, narrative and world lore and integrated. #devlog #indiegames
Among features and fixes, this release brings the ability to leave comments on content item previews for better collaboration and streamlined review-processes. 😊
You can learn about what's changed in the in-app changeling or in more detail in this #devlog :
Repeat : Return : Revise is an #interactiveFiction game made in #godotEngine using @inklestudios's Ink markup language. I spent a week figuring out how to use the plug-in because I don't know how to code in C#, and also managed to get the story written.
Art? Sounds? Proofreading? Who has time for that? Not this guy, I aim to make a game every week. This one was about time loops!
@cesarizu yeah I was using inkgd just fine with Godot 3, but when I tried using the beta Godot 4 branch it threw a bunch of errors so I switched to Godot-ink.
#devLog having difficulty finding a #godot4 ink interpreter that's at a state where it's capable of doing what I need it to do in a way that doesn't require me to learn C#. I'm not opposed to learning C#, but my timeline on this project is thin as it is.
Switching to the #godotEngine dialog manager plugin and adapting it into a narrative text game wrapper. #gameDev
Today's #gameDev will be writing the game's text out in Scrivener; I like that best for drafting and revisions, and it'll help me keep each passage distinct.