e.g. their post about how they don’t always rotate/rerender the models in 3d https://factorio.com/blog/post/fff-295 … - sometimes the different rotations have different 3d models, to show off the features clearlypic.twitter.com/WNMvvMa7j0
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e.g. their post about how they don’t always rotate/rerender the models in 3d https://factorio.com/blog/post/fff-295 … - sometimes the different rotations have different 3d models, to show off the features clearlypic.twitter.com/WNMvvMa7j0
I followed Return of the Obra Dinn's devlogs all throughout development. @dukope approaches things in really interesting ways and presents them well:https://www.reddit.com/r/TheMakingOfGames/comments/34qogp/return_of_the_obra_dinn_development_blog_updates/ …
Yeah, it was nice to follow the down and dirty of dithering on tigsource.
Not quite a blog, but @zachtronics has a podcast that gets really into the nitty gritty sometimes and can be super insightful, paints a picture of indie dev from many different perspectives
I can believe it. People who make games with complicated systems with complicated interfaces run up against interesting problems!
I don't know if it's quite what you're looking for, but I like DF's http://www.bay12games.com/dwarves/
Also a classic, yip :)
musi ni li pona tawa mi kin. taso mi pilin e ni: sitelen pi musi ni li ike.
lon. tenpo mute la mi wile ala musi e ona tan ni. ale li pimeja pi jaki sama lon musi ni. ale li awen kule jaki, taso ona li pali mute e ona. taso tenpo ni la mi pilin pona tawa ona, tawa sitelen ona.
was gonna post this heh
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