If you see a devlog post from Lucas Pope you know it's going to be a goldmine. No matter the topic. Dude has a real knack in writing these, clearly describing the problem and the thought process on possible solution. And making it all very interesting so you yourself start thinking how would you address it or what other cool thing could be built instead. Here's some of his other huge devlogs on TIGSOURCE: 1. Papers,…
Cramming 'Papers, Please' onto Phones
21–30 of 187 posts
Re: Cramming 'Papers, Please' onto Phones
#22Earlier quoted context omitted.
> From the article: "Now, here, in 2022, desktop computers no longer exist and all computing is done via handheld mobile telephone." They're kidding, right? Nobody in their right mind actually believes that, do they?
All is hyperbole, since the ergonomics on a laptop are terrible, and there will always be a segment for which that's a showstopper, but it's already true for certain segments of the population. Especially among the less privileged where there may not even be a desktop computer available or only at school/library, mobile phones are increasingly where work is done. Writing essays and emails, and filling out important f…
Re: Cramming 'Papers, Please' onto Phones
#23I’m always amazed at how many programming languages there are. I’d never heard of Haxe, I don’t think it would have crossed my mind to look for something like it but here it is powering a highly successful game with, from what I can tell, a vibrant eco system around the language as well. Perhaps I’m not curious enough to go exploring for these languages. I’ve used a few smaller ones in my years (usually because of an…
> I’d never heard of Haxe Well it was born in France in a web game company (some of their games were pretty famous domestically) as an internal language, and the main selling point at first was the multiple compilation targets (PHP, JS) which included Flash. It wasn't something developed in English in the open at first like a lot of new languages are nowadays, so obviously it took some time to get some international…
Re: Cramming 'Papers, Please' onto Phones
#24The productivity of solo indie game devs is just really impressive. While I’m aware of the “go fast alone, go far together” quote, I’m depressed by how inefficient app/ui development is at big tech companies compared to game studios, especially short staffed indies. Really makes me wonder about the “engineering excellence” that tech leads and “architects” pride themselves in when games are developed much more quickly…
I would certainly be interested in a "Unity for line-of-business apps." I guess this was VB6 lol.
Re: Cramming 'Papers, Please' onto Phones
#25Re: Cramming 'Papers, Please' onto Phones
#26> I created Papers, Please in 2013 specifically for desktop computers with mouse control. This is interesting to read. When I first played it I was dying for touch controls. It seemed like such a natural fit for the gameplay of sliding papers around.
Re: Cramming 'Papers, Please' onto Phones
#27Earlier quoted context omitted.
> I’d never heard of Haxe Well it was born in France in a web game company (some of their games were pretty famous domestically) as an internal language, and the main selling point at first was the multiple compilation targets (PHP, JS) which included Flash. It wasn't something developed in English in the open at first like a lot of new languages are nowadays, so obviously it took some time to get some international…
Wait, you mean Motion Twin?
Re: Cramming 'Papers, Please' onto Phones
#28I’m always amazed at how many programming languages there are. I’d never heard of Haxe, I don’t think it would have crossed my mind to look for something like it but here it is powering a highly successful game with, from what I can tell, a vibrant eco system around the language as well. Perhaps I’m not curious enough to go exploring for these languages. I’ve used a few smaller ones in my years (usually because of an…
Re: Cramming 'Papers, Please' onto Phones
#29The blog post is really top tier. Consider how much time some engineers spend considering details when they're just being contracted to do a job (I've work with lots) and how this indie game project is being explained, nitpicked, loved and cherished. The blog post alone makes you want to purchase whatever this person has been working on based on how much passion is oozing off the explanation of how it's made. Side no…
Re: Cramming 'Papers, Please' onto Phones
#30The level of thought given to tiny UI interactions here is wonderful. Details like being able to swipe around to "play" with the dangling pull chain. Any other dev would just make it a static image and call it a day. But these little bits of magic working together transform one of the most boring possible topics into a real gem of a game. This post should be required reading for interaction designers.