From 061178c3f69a1afb18d379e683ea0329f47af1a6 Mon Sep 17 00:00:00 2001 From: spdp Date: Thu, 6 Jun 2024 17:13:05 +0100 Subject: [PATCH] Keyword mischief --- _config.yml | 2 +- _games/2021-06-17-charged.markdown | 4 ++-- _games/2022-04-05-multiplanetary.markdown | 2 +- _layouts/game.html | 2 +- _posts/2024-04-22-under-construction.markdown | 2 +- privacy-rad-rocket.html | 4 ++-- 6 files changed, 8 insertions(+), 8 deletions(-) diff --git a/_config.yml b/_config.yml index 47dc12d..94abaff 100644 --- a/_config.yml +++ b/_config.yml @@ -23,7 +23,7 @@ author: Stephen Pearce copyright: "2020-2024" email: hello@spdp.dev description: >- # this means to ignore newlines until "baseurl:" - Game development projects and writings. + Creative games and write-ups. baseurl: "/" # the subpath of your site, e.g. /blog url: "https://spdp.dev" # the base hostname & protocol for your site, e.g. http://example.com lang: en-GB diff --git a/_games/2021-06-17-charged.markdown b/_games/2021-06-17-charged.markdown index 8ad8f0d..ebde77c 100644 --- a/_games/2021-06-17-charged.markdown +++ b/_games/2021-06-17-charged.markdown @@ -43,7 +43,7 @@ The object attraction and repelling physics are far from perfect. They're g #### What went wrong -What didn't go wrong this week? It started with a bad design idea which I mused on for several days. I abandoned it Monday morning and later began work on Charged the same day. I thus lost several days of development time. +What didn't go wrong this week? It started with a bad design idea which I mused on for several days. I abandoned it Monday morning and later began work on Charged the same day. I thus lost several days effort. I also felt like I spent too much time in the “sandbox phase”. It's a scene which contains one or two of every prefab and their intended behaviours. I spent 80%-90% percent of the time there and the remaining 10% on actual level design. Everything seemed to fall into place once the prefabs were working as intended in the sandbox. @@ -52,4 +52,4 @@ Unfortunately I ended up submitting this game late. Still a game made within a w #### What I learned * Don't sit on an idea for too long. Gotta fail fast! -* Sometimes, a feature will not work in the web export. In a jam situation especially, don’t dwell on it. \ No newline at end of file +* Sometimes, a feature will not work in the browser export. In a jam situation especially, don’t dwell on it. \ No newline at end of file diff --git a/_games/2022-04-05-multiplanetary.markdown b/_games/2022-04-05-multiplanetary.markdown index 265fe64..ee7b8ab 100644 --- a/_games/2022-04-05-multiplanetary.markdown +++ b/_games/2022-04-05-multiplanetary.markdown @@ -52,7 +52,7 @@ I had a few things to learn in order to make my idea work. These aspects at leas * I wasted the better part of two days on project plumbing and menu code. You don't need either in a game jam. * I don't like to blame the tools...but the tools crashed a lot on me this weekend. Ordinarily this wouldn't bother me, but when you're strapped for time then it really adds to the pressure. * I should've playtested. It became clear after submitting that the game is much too difficult and it's suffering in the feedback as a result. -* The game was developed primarily using an Xbox controller...but you can't assume that the folks playing will be using such hardware too. The keyboard experience doesn't quite match the controller experience and as such the game is much more difficult than it ought to be. +* The game was made with a game controller in mind...but you can't assume that the folks playing will be using such hardware. The keyboard experience doesn't quite match the controller and as such the game is much more difficult on a keyboard than it ought to be. * I completely forgot that difficulty should scale. My game appears to be backward in that sense in that it's actually most difficult upfront then gets slightly easier as time progresses, assuming RNG in is the player's favour. Playtesting the game even a couple of hours before submission would've caught this. diff --git a/_layouts/game.html b/_layouts/game.html index a70f419..ad91c4d 100644 --- a/_layouts/game.html +++ b/_layouts/game.html @@ -39,7 +39,7 @@

{{ game.title | escape }}

{% if game.video_src and game.video_placeholder %} {% endif %} {{ content }} diff --git a/_posts/2024-04-22-under-construction.markdown b/_posts/2024-04-22-under-construction.markdown index ab89dcd..8b3b4fc 100644 --- a/_posts/2024-04-22-under-construction.markdown +++ b/_posts/2024-04-22-under-construction.markdown @@ -11,4 +11,4 @@ This iteration of spdp.dev features a simplified portfolio presentation, simplif A basic structure is now in place. Some pages however will remain "Under Construction" until I port old assets across. Some of these I am recapturing and editing down to a more suitable scale, which all takes time. -So that I don't get lost in the weeds of website maintenance again, I intend to queue issues in a Kanban and address them in Sunday sprints. Tending to my website on occasion much like one would tend to their garden. A recreational side hobby, and not the thing which dominates my attention. +So that I don't get lost in the weeds of portfolio maintenance again, I intend to queue issues in a Kanban and address them in Sunday sprints. Tending to the portfolio on occasion much like one would tend to their garden. A recreational side hobby, and not the thing which dominates my attention. diff --git a/privacy-rad-rocket.html b/privacy-rad-rocket.html index 9e77cec..3534851 100644 --- a/privacy-rad-rocket.html +++ b/privacy-rad-rocket.html @@ -12,11 +12,11 @@

I care about privacy. So much so infact that I have zero interest in collecting data in any game that I release in a personal capacity. As such, Rad Rocket does not ask for any device permissions and there are no cookies, trackers or forms with which you might submit information. -

Rad Rocket was developed in the GameMaker Studio 2 game engine and it is offered for free with no in-app purchases or other means of monetisation. Every effort has been made to ensure that analytics and bug reporting features have been disabled prior to building. +

Rad Rocket was created in the GameMaker Studio 2 game engine and it is offered for free with no in-app purchases or other means of monetisation. Every effort has been made to ensure that analytics and bug reporting features have been disabled prior to building.

I offer a public email address voluntarily on the app listing with the purpose of receiving Rad Rocket-related queries. By sending email to this address, you volunteer your own email address and any other information included in the email you send. -

There are no clickable links to external websites within the app. +

There are no clickable links to externally hosted resources within the app.

If you have any questions regarding this policy, please reach out to me at hello@spdp.dev.