Fourteen Screws

Fourteen Screws

@fourteenscrews.com

Hi there! This is Fourteen Screws. I like writing games, and learning about game development as I go. Come say hello!

438 followers807 following71 posts

Fourteen Screws reposted

in-depth thread: optimizing GDScript performance from ~83ms to ~9ms in a scene our tower defense game Rift Riff, made in Godot, with 1000 enemies. 🧵👇🏼 #gamedev #godotengine

Fourteen Screws reposted

Replying to @unaminh.bsky.social

fyi there are far better folks who make #Irishlanguage products e.g. An Spailpín Fánach based in the Gaeltacht and on the go for decades. They do all their work through Irish, in an Irish-speaking environment. www.spailpin.com/en/

spailpin.comT-shirts, Hoodies, Sweatshirts, Irish gifts from An Spailpín Fánach, Galway Gaeltacht, Ireland - An Spailpín Fánach

I haven't posted any #Blender pics in a while, but I've been studiously toiling away on some #3d projects, including #modelling a coat of arms and trim for a museum piece in Poland, one of my partner's childhood toys, and a random toilet roll holder I liked the look of. Getting better all the while

Fourteen Screws reposted

Remember how I was saying how Blender has serious inefficiencies with game dev workflows and that Blender Studio should take on a game or real-time engine project to get someone in-company familiar with the problems? Well, someone there had the same idea... #Blender #BlenderStudio #GameDev

studio.blender.orgProject DogWalk - Blender StudioA bite-sized game, focused on interactive storytelling. Made to test Blender and Godot in a unified pipeline.

This feels like an excellent initiative, not just for reassuring conscious buyers that they are supporting the work of artists, but also as a means of highlighting how many in the indie dev space reject this Gen AI nonsense.

Alex Kanaris-Sotiriou@kanaratron.bsky.social

We're stoked to introduce the 'No Gen AI' seal for indie games! Indie devs can use it on their game's store page to assure potential players that their game was made without the use of Generative AI. You can grab it from the Polygon Treehouse website:- www.polygon-treehouse.com/no-gen-ai-seal

I actually really enjoyed working on this idea. I do think there is something here, so I'm going to bring it to the next board game testing night in Tree House (assuming they'll have me). It would be really nice to share this with other gamers.

Very excited to take part in this! Looks like it's going to be a ton of fun 😁 #gamedev #globalgamejam #galwayglobalgamejam

Galway Game Jam@galwaygamejam.bsky.social

1 Week to Go!!!!! 🎮 With Global Game Jam 2025 just around the corner us volunteers at Galway Game Jam are delighted to be hosting a site for their worldwide event for our 10th consecutive year! We're back in Portershed a Dó in Galway City from Friday 24th - Sunday 26th January.

Fourteen Screws reposted

1 Week to Go!!!!! 🎮 With Global Game Jam 2025 just around the corner us volunteers at Galway Game Jam are delighted to be hosting a site for their worldwide event for our 10th consecutive year! We're back in Portershed a Dó in Galway City from Friday 24th - Sunday 26th January.

I've been working on a revamped version of the fourteenscrews.com. This version will use my own theme for Jekyll with Bootstrap 5 rather than leaning on Minimal Mistakes. I'm pretty happy with how it's looking! On a related note---new Fourteen Screws website coming soon 😄

I joined the Imirt AGM the yesterday to hear about plans for #gamedev in Ireland in 2025 and beyond. Some very exciting things happening right now. An enormous amount of work going into finding funding to help indies and small studios. The event recording should be online soon. Check it out.

One of the best things about getting back into writing is having fun with descriptions. I know people say things like "show don't tell" or "leave it to the reader's imagination". But sometimes explicit is fun #gamedev #ttrpg #worldbuilding

Posting these a little late, but here are two wonderful gifts I received from my partner this Christmas. I am so incredibly lucky that I have someone who supports these little dreams of mine. I feel very seen. Belated happy Christmas folks, and a happy new year #gamedev #worldbuilding #ttrpg

Some very exciting stuff happening for game developers in Ireland! Numerous opportunities to get your indie studio up and running including a variety of accelerator programs and mentorships. It's wonderful to see this in my home country. Éire is the place to be for #indie #gamedev

startmenu@startmenu.bsky.social

The last year has seen the Irish development scene come on leaps and bounds, from events and grants, to new releases and upcoming titles. We welcome Craig Walsh to the site to round up everything that is going on in Ireland right now. www.startmenu.co.uk/home/winter-...

When worldbuilding I use placeholders for names of locations, people, etc. Because I typeset in LaTeX I can define a macro which lets me write with my placeholders. When I'm ready to drop the real names in I edit in one file and the whole document updates. It even maintains my index #ttrpg #gamedev

This is really handy for editing, especially in the above context where my placeholders are frankly unpronounceable unless you are familiar with Irish phonetics. We know we'll have to swap them out later. This approach ensures this process will be as smooth as possible.

Attending an event called Games For Good that I spontaneously signed up for yesterday and, wouldn't you know it, it turns out it's specifically about writing games to tackle the disinformation epidemic (literally my day job!!!). 'Dis gonna be good #gamedev #gamesforgood

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Attending an event called Games For Good that I spontaneously signed up for yesterday and, wouldn't you know it, it turns out it's specifically about writing games to tackle the disinformation epidemic (literally my day job!!!). 'Dis gonna be good #gamedev #gamesforgood

When I imagine finally taking the plunge, quitting my job, and making a serious punt at gamedev, I imagine needing save 2-3 years worth of my salary. And I'm not saying you don't need that nest egg, but there are opportunities out there to make it easier or faster to build a nest.

Quick lil lunch break means I have 30 minutes to do a little Blender 😊 Wrapping up this low-poly man, and the block female figure has re-joined the game as a reference for how to convert this model into an equivalent female shape. So that's good to know! Learning loads anyway #blender #b3d #3d

Trundling along to Section 3 of Grant Abbitt's course on low poly characters. Feels a little like going back to square one as we model a character by extruding and deforming a cube. Maybe the block people were a warm-up thing, but it feels like the course could have started here #blender #b3d #3d

Working my way through Grant Abbitt's low poly character course on Udemy. Putting in about an hour tonight, but every little helps. And if you watch on 2x speed, you get through twice the content 😆 Currently just blocking out characters, but we'll be on to usable game characters soon #blender

Update on baking procedural textures. I've managed to get things working! This means that I can now make some super cool materials in Blender and import them into my Godot games. It was a small number of simple mistakes that caused all the heart ache. Some obvious, others not so obvious.

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3. The metallic map needs to be baked as an emission material. For the particular paint/metal/mud material that is demonstrated in the tutorial I used, I had to connect the combined output of the three damage shaders to the output via an emission node. This was a good learning experience.

Update on baking procedural textures. I've managed to get things working! This means that I can now make some super cool materials in Blender and import them into my Godot games. It was a small number of simple mistakes that caused all the heart ache. Some obvious, others not so obvious.

1. when creating the diffuse map, all your metallic values down to zero. I'll need to have a look into the specifics of why, but this is apparently what caused the original baked image to look so dark. As soon as the diffuse map is baked, you can turn your metallic values back on.

So! I followed the tutorials I from earlier and there is some helpful stuff in there both for procedural textures and baking those textures out to an image. However, there's still a way to go. The metallic parts of the baked texture are very dull and the texture has lost its sheen #blender #3d #b3d

This might be because I'm not baking out the right channels. I baked the diffuse, normal, and roughness maps, but I can't get that metal to shine. I've also noticed that something funky going on with the textures in the baked image. I think there may be a problem with UV unwrapping for the model 😕

Still, procedural textures are super cool, and it's a lot of fun to play around with parameters to get your model looking _just_ right. If I can figure out how to bake these things properly, this is going to be one hell of a powerful tool.

Fourteen Screws reposted

I need to design an asset management system - what are some things I really want to make sure I have from the start, to avoid issues down the line? I'm thinking things like, include the serialization version at the top of each file, make sure each object has a guid, etc.