— hitscanner apologist ⚡
— tired trans woman ⚧️☣
— not always grumpy, she just looks like that 💀
— level/environment designer 🔨
— Current work: Skin Deep (at Blendo Games) 🐈

📍 Adelaide, Australia

Private page (for friends): @garbagegrenade


Working on a game with many exciting ways to make mistakes is great, but occasionally while working on the tutorial I've had these horrifying realisations like "oh god, what if the player flushes this progress-critical keycard down the toilet?" and now I need to add another round of scripting infrastructure to handle this one incredibly specific thing that nobody in their right mind would do


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in reply to @trashbang's post:

in my last game, some levels had cutscenes that played once you won, in arena levels that you can end in many different locations. The cutscenes were in-engine with the character running over to anywhere that has enough space for the cutscene, but i had to put in so many special cases for "what if someone digs themself into this really stupid corner after inflicting the last enemy with DoT"