🎮 Play my game - story-driven single player FPS (free): 🔗 https://xitter.cf/t.co/bPalcyI8sn 🔎 #DiffusionFPS

Joined September 2024
Looking for something to play this weekend? Check out my FREE single-player FPS Diffusion. It offers an 8-hour campaign and runs on a potato thanks to #Xash3D engine. Available on #itchio, for #Windows and #Linux. #gamedev #indiedev #opengl #indiegame
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Aynekko retweeted
r/TheFinalMillennial on reddit made the computer case from portal into a real computer case and made it downloadable for everyone to use it for their own computers.
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There's an official add-on for TLG Act II, a longer "uncut" version of Chapter IV with two extra levels. Link in replies.
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One month until the next 1.3 update drops. Doing additional polish on the maps. Refactoring some code. I'm in it for the process. #DiffusionFPS #gamedev #indiedev
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The joys of PC gaming is that it often reveals how absolutely hilarious some game dev decisions are
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25 years ago, on October 22, 2001, Grand Theft Auto III was released. This is the team that made it. (I'm second from the right) Here's what I remember about making it. For most of development, GTA3 was in a sorry state. It crashed frequently, the frame rate was terrible and the map was full of holes. Only in the last six months did everything come together. For the longest time, it looked like the frame rate was going to be 20 fps. Only in the final months did we manage to hit 30. In 1999, DMA Design, based in Dundee, Scotland, was going through some changes. The company had recently been bought by Take-Two Interactive, and a satellite office had opened in Edinburgh. Space Station Silicon Valley for the N64 had been finished in 1998, but there was no new project lined up. Leslie Benzies and Aaron Garbut started working on GTA3. Unprompted. Meanwhile, the original GTA1 and GTA2 team had started work on GTA2.5, set in Miami. It was called 2.5 because it used the 2.5D (isometric) perspective. In March 2000, the Dundee office was closed and GTA2.5 was cancelled. Take-Two/Rockstar gave GTA3 the green light. Everything was written from scratch. Only two people worked on both GTA2 and GTA3, and no code or art from GTA2 was reused. The way we worked was organic. People would come up with ideas for missions and we'd just try them. If they were fun, they were in. The story was secondary. In fact, the opening plot involving Catalina trying to kill Claude was added well into development. Leslie Benzies (the producer) plastered a wall in the boardroom with Post-it notes. They were yellow, green and pink, representing missions, contacts and locations. Missions were moved around all the time, often handed from one contact to another. Only once the voice acting was recorded were these things set in stone. You sometimes come across locations on the map that are more detailed than you'd expect. Chances are there used to be a mission contact there that got moved elsewhere. Working on GTA3 was a lot of fun. Every day there was something new going in. A new mission, radio station, car, pedestrian, building or whatever. The game was growing at an incredible rate. Other than the multiplayer mode we did some work on, I can’t remember a lot of wastage. Although everybody worked hard, I don't remember many people doing crazy hours. On the rare occasions I was in over the weekend, there were usually only one or two others. Even during crunch time, most people left the office around 9 or 10 in the evening. I always thought it was better to work eight focused hours than spend your life in the office. Although we liked the game, it wasn't at all clear that it would be a hit. GTA3 had a disappointing showing at E3 in May 2001. Most people weren't interested, and those who were thought it was too violent. It had an OK launch, but sales never tapered off. Our office was in Leith, Edinburgh. It was a fairly run-down neighbourhood at the time. Just a couple of years before we arrived, J.K. Rowling had been writing the first Harry Potter in that very same neighbourhood. The thing I remember most is the camaraderie. In a small team, everybody relies on each other and everybody has a lot of input. Most of us were young and had only recently moved to Edinburgh. We went to the pub together. It felt like a group of friends who happened to be working on a project together. xitter.cf/ObbeVermeij/status/178… xitter.cf/ObbeVermeij/status/175… xitter.cf/ObbeVermeij/status/187… xitter.cf/ObbeVermeij/status/182… xitter.cf/ObbeVermeij/status/179…
For gta3, Vice and SA; Memory on the ps2 was tight. We had to limit the number of used vehicle models to 8. My code would occasionally pick a car model to be phased out. Once there were none left on the map, this model would be removed and a new model could be loaded. The code would pick a model that was appropriate for the area (sports cars in business district, old cars in run-down areas etc). Most of the time this worked fine. A few things could throw a spanner in the works: If the player had gone up the wanted levels, some of the 8 slots would be taken up by police cars, FIB and swat vans and the police heli. Level designers would sometimes load specific car models for missions. Often these were not appropriate to be used for ambient traffic. Ambulance and firetrucks could be needed if there was an accident. If the player travelled to a different area of the map; some of the loaded cars would look out of place and could not be used. It would take a while for replacement models to be loaded. The game would keep the last player driven car, as it would be jarring if the player went back and it wasn’t there. At times there would only be 1 or 2 cars models available for ambient traffic. This lack of variation was particularly noticeable if the player was driving the one car that had to be used. To alleviate the problem, garages remove cars inside of them once the door has closed. This way the model could be removed. When the player opened the door, the cars were re-created in the same spot. Npc models were loaded/removed the same way. It just wasn’t as noticeable if variety was lacking. For each game we picked a generic looking character model that looked appropriate in each area of the map. This model was never removed and always ready to fill in. Screenshot from this vid: youtube.com/watch?v=KWhjv4J6…
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IONIZATION, a Half-Life and Paranoia inspired mod, has just released their Early Access 2.0 on @ModDB! Lots of new content, major game optimization, game's arsenal rebuild, enemy rework, player's camera movement touch-up and more! Mod full version is set to release in 2027.
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Underground industrial site / chapter 4 #DiffusionFPS
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My game has native bunny-hop support (hold spacebar to auto-jump) #DiffusionFPS
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To avoid any confusion: this is a map from Counter-Strike. I can run it because the game is built on the Xash3D engine and uses a repurposed Half-Life SDK at its core. I don’t have a dedicated bhop mode, but you can play through the story with it if you want.
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I'm currently preparing the next 1.3 update, which will bring the dynamic sun shadows, and something even more fun ;) And of course, more bugfixes and QoL improvements. Stay tuned. These shadows work the same way as in CS:GO - following the player's position and blending with the baked lighting. This feature was made possible thanks to Ricardo Reis, who programmed and implemented it: @realrickomax #DiffusionFPS #Xash3D #OpenGL #indiedev
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I did some programming in this project (npcs/weapons). Go check it out! Two acts available to play right now. It's free.
This quoted post is unavailable.
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Gotta say…it was better than I expected.
Este desarrollador metió el planeta entero en una pestaña del navegador y ya conduces por cualquier carretera. Hop.Earth genera el mundo delante de tu coche en tiempo real con datos de OpenStreetMap y elevación satelital. Gratis y sin instalar nada.
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Second to none. First to prove it.
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10 years ago, I didn’t use an ad blocker because there simply weren’t enough ads to convince me to use one. 5 years ago, I didn’t use a VPN because every website just worked. Now I use both all the time.
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Currently working on the 1.3 update for my game. Mostly QoL upgrades, some changes on physics, graphics and some bugfixes. More details to follow. If all goes well, it should be out in the second half of November. #DiffusionFPS #Xash3D #OpenGL #gamedev #indiedev
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Aynekko retweeted
When you're yapping too much and she hits this pose
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It makes me sad when people talk about Left 4 Dead, they NEVER mean the first game… 🥲
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Since Harry Potter got some attention, I remembered that I have something from my childhood. "Sewing kit cookies" (best before 2004 - says at the bottom). And these caps inside. Used to play with them at school back in 2002 or so. Yep, I'm a big fan 🤭
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I did some programming in this project.
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Love when game plays like that
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