Rotorist Workshop
@RotoristWS
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Solo game developer. All about craftsmanship. Creator of Tunguska: The Visitation
TX
Joined September 2016
Tunguska now has a new home! Come check out the website I just created, it might not be what you expect :) https://t.co/nK5P7SQl26
#IndieGameDev #TunguskaGame
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MyRoad.GetComponent<MeshCollider>().isTrigger = true;
This guy built what can only be described as half a car, no tires, no rims, no suspension, just an engine scraping along, somehow moving forward like he's literally glitching straight through the earth's surface https://t.co/FbvPsteUKu
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Hello friends, At the end of May, we plan to begin a closed beta test for another new project set in the ATOM universe. Our third feature team has been working on it, and weβre ready to start gathering early feedback. If you enjoy survival games and would like to bring your ideas
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First look of the Whitefall Visitation! Turn up the volume for best effects π I'm proud of my creation! β‘οΈ https://t.co/tMc9VRLFTf
#ScreenshotSaturday #screenshotsaturday
@ColdBeerHD @skillincarnate @Sixx_85 @StasisGame @stygdev @SplattrCatGames @the_atomgame
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@Drift0r @Whiteboy7thst Drift0r I have been following you for many years. Always loved your insightful social commentaries with gameplay. Hope to see more. CoD has definitely become more "safe" and "feminine". SBMM is one example. Increasing presence of "strong women" trope in campaigns is another.
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Instead of pimping my monke game today - I thought today I'd throw some love to another indie! Gotta say - Skarven looks AMAZING! Incredible art design, and some wonderful sound work. WISHLIST IT NOW! https://t.co/8vyLMwfaPG
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Have you noticed the lack of new "game design personalities" like John Romero and Hideo Kojima in recent decades? High profiles games have become so industrialized that "individual wisdom" and personal touch has been buried in massive collaborations and "teamwork". Can you
Strongly have to agree here. It feels like the TGA's have always celebrated the games industry as a business, but not developers themselves. It'd be fantastic if we could celebrate those unsung heroes, artists, designers, engineers, etc. instead of 'what's the most hype game
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I wrote Call of Cthulhu, which is usually claimed to be the "deadliest" roleplaying game. (I think Paranoia is actually it, though.) So I will now defend the concept of character death. Games are more fun if players think something is at stake. If the only difference between
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The 12 Days of Coal-smas event and the Final Cut ending update is now live! ππ https://t.co/iIFNWQU0cQ
store.steampowered.com
12 Days of Coal-smas! I'm EXCITED to announce that the 12 Days of Coal-smas FREE EVENT has now started - 5 days early! Here's a quick recap: Larry Jefferson from Ravenwood, the leader of Continental...
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Thank you for 2,000 reviews! π₯³ We're insanely happy with how the launch went. I wrote up a devlog with more info from our first 2 weeks. Link below!
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Just found this old image of a game I made back in 2014, a couple of years since I started learning to make games. Ode to the fearless, clueless, all-green game dev π
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My 7yo says he knows how to code in Typescript. Cuz he's been playing bloxd dot io.
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@the_atomgame @skillincarnate @StasisGame @colin_k @stygdev This is the game! https://t.co/6OYMEuoQXi
store.steampowered.com
Tunguska: The Visitation is a single player top-down shooter RPG. Seek fortune as a Ghoul Hunter in an abandoned Soviet Exclusion Zone. Use your grit and ingenuity to survive deadly radiation,...
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It's The Most Wonderful Time of The Year again! I hung some lights outside my house - the first time ever in my life, actually, because I'm scared of laddersπ
But there's no need for ladders to put up lights in Tunguska! Best of all, after a month of hard work, the Big Update
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Something Sidor would totally do. Or maybe his son, too.
Game Companies can of course be cheated like anyone. In 1999, I befriended an artist, and felt he'd be a good fit for Ensemble Studios. I got him an interview. The other Ensemble folks liked his work, and even gave him a $5000 signing bonus. He accepted and started working. TWO
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Not in Tunguska! In Tunguska a key is only for one door and you get to keep your key, and you can even collect different keychains to store them in, even when you have no use for them ever again π
In my upcoming boardgame, I have this rule: "We know how keys work from video games. Any key opens any door. The key is destroyed when the door opens, and that door can never be locked again." I have never had a player argue with this rule. It is such plain truth.
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