@runevision@mastodon.gamedev.place
Post #2647258
2026-04-18 07:23 UTC
Replies (3)
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@runevision@mastodon.gamedev.place 2026-04-18 07:25
@benthroop@mastodon.gamedev.place Add to that that everything is generated on the fly, which has save-state complexities whenever a player leaves an area so that it ungenerates. There's challenges related to e.g. bringing an item from one area (which later ungenerates) to another, and so on. All this complexity is compounded with multiplayer to a level where I'm not sure I can even keep it straight in my head.
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@YinYinFalcon@mastodon.online 2026-04-18 08:39
@runevision@mastodon.gamedev.place @benthroop@mastodon.gamedev.place and the big walk game is going to eat that cake already - wouldn't wanna be up against that with other features on top that only complicate it further
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@benthroop@mastodon.gamedev.place 2026-05-23 21:45
@runevision@mastodon.gamedev.place Ah hey I didn't really mean anything by it other than just giving you a friendly ribbing. It was an American thing to say. :) Giving each other shit is what we do (at least in the Northeast). To be honest I didn't understand the puzzle aspect to your game and the appeal of sharing the world with friends was purely from an aesthetic/exploration perspective.