TJ - Making Tabletop Tavern

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TJ - Making Tabletop Tavern

TJ - Making Tabletop Tavern

@TJGameDev

- Unity Insider / Memóri Studios / Gym Goblin - Tabletop Tavern https://t.co/SvnCvJPGEZ - Discord https://t.co/B9jShwOl5X

Boston, MA Katılım Mayıs 2021
202 Takip Edilen2.5K Takipçiler
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TJ - Making Tabletop Tavern
It's finally happening. Tabletop Tavern launches June 11th! A medieval RTS roguelite I've been building solo since the pandemic. Total War scale battles, Slay the Spire run structure, one satisfying run per sitting. May your ale stay full and your enemies distant 🍻
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TJ - Making Tabletop Tavern
It's finally happening. Tabletop Tavern launches June 11th! A medieval RTS roguelite I've been building solo since the pandemic. Total War scale battles, Slay the Spire run structure, one satisfying run per sitting. May your ale stay full and your enemies distant 🍻
English
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Edward
Edward@0xEddyyy·
@TJGameDev That looks awesome, congratulations
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Mukluk
Mukluk@Primordialmuk·
@TJGameDev Tried this during steam next fest and absolutely loved it
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Joe Dot Average
Joe Dot Average@JoeDotAverage·
@TJGameDev Any chance this could come to VR? It would be incredible to watch the table like that.
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Redbrick
Redbrick@RedbrickX·
@TJGameDev Good luck with the release, i love the demo.
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The Indie Buffet
The Indie Buffet@TheIndieBuffet·
@TJGameDev Looks like a ton of fun! Is there a good email to send over a content request? :D
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Cameron Anderson
Cameron Anderson@Cameron17181131·
@TJGameDev I’ve loved the demo the few times I’ve played through it, will certainly be buying day one!
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Vapor
Vapor@StpVapor·
@TJGameDev Absolutely LOVE Synty assets! This might be one of my favorite usages I've seen. Congratulations on the upcoming launch! This should hold me over for 40k :)
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TJ - Making Tabletop Tavern retweetledi
Kaplan
Kaplan@Kappische·
One thing game devs should learn is ABS: Always Be Shipping. I learned that working with @notch As Mojang grew and new coders joined the team, there were complaints about old code/shortcuts/“bad” technical decisions. My response was usually: without those decisions, none of us would be here. There probably wouldn’t even be a Minecraft if everything had been done the “correct” way from the start. Games are explorative. You build, test, cut, rewrite, hack things together, and keep moving. A shipped imperfect system beats a perfect system that never makes it into players’ hands. I’ve never worked on a game where you didn’t have to go back and touch old code/systems later anyway.
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