Nicolai Czempin

2.5K posts

Nicolai Czempin

Nicolai Czempin

@nczempin

Indie Game Developer working on Antisuns, turnbased tactical spaceship boarding actions: https://t.co/vjZHrHzFfA https://t.co/Yt2D38U0VO

Munich, Germany Katılım Ağustos 2008
533 Takip Edilen93 Takipçiler
Nicolai Czempin
Nicolai Czempin@nczempin·
@epyoncf Just checking; you're an engine programmer and a professional roguelike, right? 😜
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Kornel Kisielewicz
Kornel Kisielewicz@epyoncf·
Tempted to finally start that big roguelike project again.
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Nicolai Czempin
Nicolai Czempin@nczempin·
@tallPhilb @epyoncf @SebAaltonen I second the Claude Code part; haven't really got warm with Cursor just yet. I am aware that you can essentially combine them. Not sure if you get to use a Claude Max subscription on anything other than the OG Claude Code, though.
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Phil Brown
Phil Brown@tallPhilb·
@epyoncf @SebAaltonen Claude code (command line) and cursor are both leagues above for coding than copilot and ChatGPT
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
People say that one should not build their own engine. It's not possible anymore as engines have grown to be so big. But all of these big engines have legacy foundations which can't be replaced as there's so much code on top of them. You can definitely build a better foundation today for modern hardware. And you don't need a big team for that. But what about leaf features A,B,C...Z? There's so many of them. A great core isn't enough. A useful engine needs all the leaf features. Same as OS vs kernel. This is where AI steps in. I have been doing AI assisted programming lately and it's actually very good at writing leaf code. You don't need a massive team. A small team of seasoned experts with AI agents is very productive. I know that most of my followers despise AI written code, but it's improved drastically in past year (again) and it continues to improve rapidly. Build the core tech yourself, design good architecture and good APIs and let the AI build the leaf features on top of your APIs. That's a solid way to build a hobby project too nowadays. You write the most important code (= innovation) and let AI write the less important code. A future game engine could be a thin core (kernel) with good APIs. Leaf features are modular and built by AI. Customers can build their own features on demand using AI.
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Nicolai Czempin
Nicolai Czempin@nczempin·
@JonasTyroller It's been long known that 50 % of Marketing is a waste of time. Also, that it's impossible to know which 50 %.
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Jonas Tyroller
Jonas Tyroller@JonasTyroller·
Talked to a lot of game devs for the podcast recently and got a key revelation from it. FOCUS ON WHAT MATTERS. (Massively reduce investments in areas that don't.) It makes your games better AND cheaper at the same time. That is insane!! Nothing else can do that for you.
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Nicolai Czempin retweetledi
Vagrus - New Expansion OUT NOW!
Vagrus - New Expansion OUT NOW!@LostPilgrims·
We are excited to host this week's official #TurnBasedThursday thread!⚡️ #gamedevs & #indiedevs— drop your turn-based beauties below and don't forget to use the hashtag! #turnbased game fans —❤️,💬 and 🔁these amazing projects.🙏 Let’s make the algorithm take its turn too. 😎
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Nicolai Czempin retweetledi
GOG.COM
GOG.COM@GOGcom·
We couldn’t be happier to say that… it’s our turn now! We’re officially hosting this week’s #TurnBasedThursday 🎲 If you’re a developer – show us your awesome turn-based games in the comments and tag other devs! If you’re a fan of the genre – share your love for them right here in this thread! GOG links are most welcome, but if your game isn’t on our platform yet, other links will do too 💜 Now… your move.
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Amine Rehioui
Amine Rehioui@aminerehioui·
I almost forgot how well trains worked in the first prototype of Powerplay, more than a year ago. The game was still in @threejs at the time I want to bring them back, but I need to think carefully about the design. Trains only make sense if bases are far apart and they carry enough resources to justify the trip. And they should probably be a late-game unit, with trucks handling mid-range transport. We also have a special mission about trains that @Alex_06 and I discussed, something that’s never been tried in an RTS. Really looking forward to it!
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Lord Arse!
Lord Arse!@Lord_Arse·
Name a video game WITHOUT the letter “A” YOU CANT 😂
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Alex
Alex@mustache_dev·
So, almost week in Godot, and for the first time since I started 3D, i made my first enemy AI. they will make evasive manouver as you hit and aim at them. What i 'm really proud of is how natural are their movements, they inherit the player's class #Gamedev #indiedev
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Nicolai Czempin retweetledi
Tynan Sylvester
Tynan Sylvester@TynanSylvester·
Lots of games can be made by just starting to mess around and seeing what works. You get a guy on screen, have him jump on stuff, or shoot stuff. Or you put a city on screen, click on squares to build houses. And so on. Such games are easy to find because they don't require a theory of what's going to work. You just try random simple things and see what feels good and chase that. It's not easy to do well, but it's a shallow process. But as time goes on, such low-theory games are more and more oversaturated. The basic "objects bumping into each other" and "map painting" and "number goes up" designs are more and more already done. To succeed in the future, designers will need to start having actual theories about what will work. They'll need to be able to posit a design that can't be built in a game jam, and why it works, and be correct, and then build that. There's a huge universe of games that can't be made by just trying simple verbs and seeing what feels good first try. It means that in the future, design insight and analytical ability will become more and more essential in making a successful game. If everyone is doing basic and obvious designs, the differentiators are tech, art, writing, or marketing. In the new era, the differentiator will be whether you are able to find a great set of mechanics that nobody else can find.
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DavidCodeAndArt
DavidCodeAndArt@DavidCodeAndArt·
Proud to officially host #TurnBasedThursday this week! 😊 #gamedev, please share your games in the thread! Make sure to like ♥ share 🔁 and wishlist ✅ any turn-based gems you come across in the comments!
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Nine Dots Studio
Nine Dots Studio@NineDotsStudio·
We're very happy to be the official #TurnBasedThursday host this week. This community is amazing and support us a lot. Now it's your time #GameDev #IndieDev to let players discover your #turnbased games. Love #turnbased games? ♥ / 🔁 great games in the replies and @ who should be in this thread!
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