Feylight Living: Back at Feylight Grocery
We received your requests for more pics of Feylight Grocery!
Enjoy Issue 3 of Feylight Living out now!
Link in bio!
We received your requests for more pics of Feylight Grocery!
Enjoy Issue 3 of Feylight Living out now!
Link in bio!
The post discusses the complexities encountered while redesigning how NPCs interact with doors in a game. It highlights issues with multiple systems claiming access to doors, leading to errors. The author emphasizes simplifying the process by eliminating redundant claims, ensuring a more robust design that relies on the engine’s built-in mechanisms while maintaining custom functionalities for specific cases.
A few weeks back I wrote about how the town keeps turning when you’re not looking — the scheduling layer
A cozy life-sim lives or dies on the feeling that the town keeps turning when you’re not looking. Walk into
The last post was about the invisible part — the abstract simulation that keeps a town breathing even when the
Abstraction. It’s what makes a big game feasible. Things aren’t always “real”. They get processed in various degrees of fidelity
Issue 2 – Spring Edition Yarbo Blackstone and the Art of Keeping Everyone Fed In the heart of Feylight sits
Took a quick springtime hike to Dragonfly Falls. Flowers everywhere, cold water rushing down from the cliffs above. The kind
Issue 1 – Spring Edition A Tree Frog’s Garden Sanctuary Tucked into the hillside where the cliffs meet wildflower meadows
We’ve been working hard to get our characters ready! Here’s a W.I.P. shot of Bob taking a “stroll” to test