DI MONTHLY #5: I Swear This Isn't Intended To Be A Site Just For Newsletters
DI MONTHLY #5: I Swear This Isn't Intended To Be A Site Just For Newsletters

DI MONTHLY #5: I Swear This Isn't Intended To Be A Site Just For Newsletters

https://www.youtube.com/watch?v=Gs069dndIYk

Catonator
Catonator
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Another month bites the dust. This month has been really busy. Counterintuitively, because of that, there's not going to be that much to write about.

Gamescom? More like Lamescom

After making a showstopping entrance in 2023, we had another game at Gamescom this year, and we once again managed to beat a lot of unsuspecting passersby to submission with our unrivaled and awesome game/social experiment. Probably the best the show had to offer. What even is Silksong anyway?

Unfortunately, we ourselves weren't present, due to reasons that are best catalogued elsewhere. Like the last newsletter. I think it's a net loss for everyone. Our game can't recognize passing startup weirdos and tell them to go kill themselves. We tried to implement that feature but the Opera management told us to remove it at the last minute. Maybe we were prevented from going there because the German government fears us.

A screenshot of Browser Bootcamp

Polybius for the modern age

The game is called Browser Bootcamp. It was designed to secretly indoctrinate unsuspecting children to the upcoming brand wars, but apparently it only managed to break journalists' spines. Based on what I've heard, it was received pretty well at the show floor. Whether or not the game will be made available outside the event is still a little up in the air, so I guess you'll see what happens with that when we know it ourselves.

Mors wrote an article about our games of advertisement past in a blogpost on this very site, right before this thing appeared in your email inboxes.

未来の子供たち

In June, I said that we'd announce a new game soon. That wasn't a miscalculation on our part on how long it'd take to get the game to a showcaseable state. I just really love lying.

This past month has been spent on other things, so I don't have anything to share about the engine this time like I did last month. Like, I've been working on prefabs. You know what prefabs are, right? Have you ever thought about how they work internally? No. Because prefabs are fucking boring. Yet, they take a lot of time to get working. And it's all dull boilerplate code that would probably work better as a sleep aid than a mix of benadryl, melatonin and whiskey. At least they allow us to have some skyboxes now.

A beautiful... Mario Kart Double Dash sky

Makes the engine feel a lot more gamelike.

We're hopefully moving on from a really scrambled and messy summer, during which a lot of promises were said, unsaid and then stuffed into an abandoned Soviet missile silo, never to be found again. We're jumping to full production on the new game now (I'll let the readership imagine what that means in this context, I have no idea) and I'm very excited to see that thing bear fruit finally. You people have no idea how long we've been planning this for.

Conclusion

So, yeah. I feel like I write this at the end of every post, but stay tuned for cool stuff in the near future. I'd ask you to join the mailing list, but if you're reading this, you're probably already subscribed to it. So uhh, just remember to read your emails from time to time. And respond to the ones your grandma sends to you, she really misses you.

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