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Cheeseness @Cheeseness@mastodon.social

Turns out I've not read out loud in a long time. Throughout the stream I fumble and bumble my way through the mod's lovely prose. Feel free to imagine that the Fiend is possessing me and making me spew gibberish.

There's also two bits where I roll 3 sixes. Definitely possessed.

I sat down for a chat this evening with the developer of mod The Crullford Fiend, @Dargenom about his work, HoF2, and modding in general youtube.com/watch?v=BGlx1t4Wm1

I'm about to stream some of Dargenom's mod, The Crullford Fiend. Drop by and say hi as its developer and I chat about HoF2 and modding twitch.tv/ValiantCheese

Cheeseness boosted

Here's a super late recap of what I got up to in May with the support of my lovely Patreon supporters <3

Topics include , , Ruben the Claw Troll, interview with @vectorpoem and some other bits and bobs

patreon.com/posts/19782699

Played through @Dargenom's "Crullford Fiend" mod for tonight!

It's challenging but rewarding, and cleverly invites conscious deckbuilding.

I'm planning to stream it tomorrow at 10:00am UTC

steamcommunity.com/sharedfiles
twitch.tv/ValiantCheese

Did some live painting today to demonstrate the Gimp and talk about process. Had some technical difficulties when a power cable was accidentally unplugged, but here's what I managed to get done (dunno when I'll have time to finish it)

The one thing that really bugs me about git is that it expects me to write a merge commit message before I've gotten to look at what the hell it is that I'm merging

I think Ruben is a few Steam Workshop votes away from having an actual rating. If anybody out there who's played it hasn't done so, please consider giving this Good Boy a thumbs up or thumbs down ^_^ steamcommunity.com/sharedfiles

It's also worth noting that electronic games don't exist in a vacuum. Their existence and evolution has been influenced significantly by physical and mental play/storytelling that has been with us for thousands upon thousands of years.

I think the only label like that that's been valuable to me has been "new" (anything from Descent 3 onwards inclusively), and while that's useful as an indicator for what I personally/subjectively see as being beyond a certain threshold of familiarity, it's still a gross fallacy.

I have never been able to view game history as being divided up into "generations" based on tech progress. Creative output doesn't work like that. All of the significant milestones I can think of were enabled by ingenuity with existing tech than the availability of new tech.

Sticking things into boxes might yield insight as thought exercises, but to apply labels that are less transient than that is reductive, and ends up making it harder to see/appreciate exactly what is going on IMO.

And I also illustrated a fun piece of art that was used to promote the Linux version twolofbees.com/artwork.php?iid

I also gave a more process oriented overview of my experiences at linux.conf.au last year if that's of interest youtube.com/watch?v=d8kfva6G0c

Today was the 25th anniversary of Day of the Tentacle.

Working on the remastered version of DotT was a pretty big experience for me, and you can read about that here cheesetalks.net/porting_dott.p (also my port is obviously the objective best version because it's passed through one extra handsome person's hands \o/)

We've announced The Away Team: Lost Exodus, a big update that I've been working on for some time.

Sometimes it's hard to see the impact of the changes we've made while working on them, but when I stop and step back to look, I think the game is much stronger for it!

Super excited to share all this with players when it's ready :)

steamcommunity.com/games/42629

Sometimes I make silly, irreverent stuff. Sometimes I make deeply personal works that try to give appropriate gravitas to things I find important. Ruben is both of these :)
steamcommunity.com/sharedfiles

Work to make the opportunities you've had available to others. Closing the door behind you so that nobody else can benefit is uncivilised.

That goes for IP (looking squarely at studios who secured prominence by re-telling public domain stories then worked to extend copyright length) as much as living conditions (consider societies constructed by colonial migrants who won't share the opportunity for a new life that their forebears had).

Booked flights and accommodation last night to go to AdventureX in London in November. Feeling poor and terrified :D