A is for Anila!
Kind of just do stuff, tend to like stuff like Touhou and Doom and Terraria and Serious Sam and things
25
R-18 stuff over at @mandatoryanomaly
Basically everywhere else, Discord, Tumblr, Bluesky, Twitter, Steam, Fediverse, etc. I still go by "anomalouslymandatory" if possible
every time I feel insecure about how hard it is to solve certain rigging problems i can think back on moments like this and remember that games with thousands of art staff are like "idk man, just hope no one notices"
like yeah yeah yeah no plan survives contact with the enemy and whatever but I swear to god if you even breathe the words "separation of concerns" or "loosely coupled" a lot of devs will act like you just told somebody who only just typed PRINT "HELLO WORLD" for the first time to write a fuckin' raytracer
there's this extremely prevalent attitude in games to scoff and shake ones head at anything that could be considered "enterprise programming," but often those "enterprise programming" things they're mad about are basically things that could be, at worst, considered standard practices in pretty much any industry. hell, they're standard practices in a lot of game dev even!
but there's this broader culture in indie dev especially that this is the wild west, that there are no rules, that nobody can possibly adhere to any of this stuff and actually ship a game when a lot of the people who have shipped multiple games have been doing these things for a while! mostly because it's one of those big things that makes a lot of the development process a lot easier
and it's not like you have to do all of this up front! you can do quick and sloppy implementations of things in the prototype phase! but once you have those things working? it might be worth a bit of a refactor to make sure that you can make them keep fucking working without wanting to rip your own dick off! it might be worth having a bit of a plan to move from prototype to production instead of just completely winging it!