TSKD 266 Released

Chapter here <-

Hello, it’s been awhile. I’m finally done with finals and whatnot, and finally no longer at school for 15 hours a day.

That said, I still have schoolwork… One of the most important things I have to do is find people who can compose. If you can write music and you’re interested in creating something for a VR rhythm game, please let me know! The best (and only) way to contact me is through discord, which you can find a link to in the sidebar and on the contact page. If you can’t/don’t use discord for some odd reason, leave a note below and I’ll find another way to contact you.

Another chapter will be posted quite soon.

11 thoughts on “TSKD 266 Released

  1. I’m trying to make my own game but my first idea is really big and quite ambitious. The second one is doable but I need someone to make the mech-designs. Maybe I’ll hear out about your rythm game idea later.


    1. Create a game world where it is 8192×8192×8192 cubic miles. That requires 39 bits to only address the space (512 gigabytes). Facotring in the voxel graphics….


    2. The first thing I learned from game design school was: don’t overscope. If you think something’s too ambitious, then it’s probably better to cut down. Something more polished is always better than something whose roots try to reach too far.

      Liked by 1 person

      1. I plan to simulate the known universe at an atomic level in real time.

        I’m just waiting for computer hardware capability to catch up to my requirements.


      2. X: I only say to make a cube slightly larger than earth. Then voxelize earth with it at cubic mile scale.


      3. Start simple and practice from the basics up. Make pong or something really simple, and polish it. Make pong feel good. Then move onto something more complicated.

        Also Identify your own specialty early and find people capable of doing the stuff you aren’t.

        Liked by 1 person

  2. The first thing to do is world build at the largest scope without constraint.

    The second step is to place the constraints in. HDD capacity requirements, RAM limit, parallel process minimum requirements: (1) how many threads; (2) how many cores. Failure step 2 means a horrible game.

    It’s not about how much you put into the game, but how much you cut out (from step 1, to fulfill step 2).

    A successful game cuts out as much as possible without cutting out the core element of the game.

    Liked by 1 person

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