Six mistakes I made in my dioramas-and-felt Steam game and one I didn't
novalis.org
novalis.org
I wonder if the creators of these physically rendered games ever get together to talk shop, or even host a conference, on the topic of non-linear animation and storytelling. It’s the sort of thing that I, as someone who merely consumes their content and is absolutely nowhere near being able to replicate their skill, would love to take part in.
Comic-Con but for games done the hard way. Thimbleweed Park, another remake in the animated adventure game genre, actually has a scene in it that’s based on a conference for real-life point-and-click games developers.
Harold Halibut is also worth a look, though it's not fully stop-motion I believe
It's a gorgeous game, but I was really disappointed in the gameplay. I wouldn't even call it a game; it's basically a movie where you sometimes interact with things, but everything is scripted.
The Dream Machine is all out body horror excellence from an indie studio in the truest sense. The fact that they saw the project through to the end, in real time, over the course of several years and while communicating the whole time with their Kickstarter backers is just as impressive as the game itself. Pure brilliance.
https://store.steampowered.com/app/1553260/Scarlet_Deer_Inn/
1. Film sets contain wild walls that can be easily removed to accommodate light and camera placement outside the space looking inwards. Wild walls in the dioramas could have prevented the necessity of cutting holes.
2. Git is not the right SCM for the job. My first choice would have been Plastic a few years ago, but this got rolled into Unity DevOps after an acquisition. But it is meant to accommodate truly vast repositories (53GB isn't actually that big). The second best choice is SVN - yes, really.
The trunk our of studio's SVN is hundreds of GB and the full repo is many TB. And SVN handles this no problem.
The centralized model also allows optional file locking, which reduces the risk of accidental merges destroying a file. This is a major concern for files that aren't source code when no dedicated merge tool exists.
Also, the centralized storage of the repo history becomes a bit of a bonus at this scale as it doesn't need to be replicated to each client, saving a little bit on disk storage and data transfers.
The one unfortunate downside of SVN is the implementation of merging between branches. That relies on per-file merge histories that are partially stored in per-file properties. This is opaque, internal information, yet it is tracked the same way as file changes. This leads to situations where it's all too easy to discard some of the merge history with harmless looking operations like reverting a file between a local merge and its merge commit to get rid of an unwanted change. Once something like this happens, future merges end up doing random looking things like re-applying changes that have already been merged. This is a major part of what gives SVN its bad reputation. You really have to tread on eggshells when merging. If you can avoid the pitfalls, merging works well. But it requires rather deep knowledge of SVN and discipline.
Technically I believe you can even have LFS hosted in different place than the repo itself, although I don't know if these commercial providers handle such case. But in theory you could host your git repo at gitlab.com and selfhost lfs if you want to penny pinch.
I've been using it for many years now for data repos like photos. IIUC one advantage it has over LFS is its model makes it easier to store data in many different places (though I don't use LFS myself).
I'm sure that there will be people replying that this is anecdotal etc. But this is my personal experience and what shapes my recommendations.
So let's not criticize anyone for jumping in and figuring it out as they go, as it is the only way to produce a project like this.
If you're going to use it, it's worth making up or buying veneer flattening solution, wetting the veneer with it, and clamping it between two pieces of melamine or plywood with some packing paper to get it flat without destroying it. Change the paper a couple times as the veneer dries.
Once it's flattened, you can glue it down using a caul (one of the pieces of melamine you used to flatten it will work) to hold the veneer flat to your hopefully flat substrate while the glue dries, or you can hammer veneer it with hide glue.
Hammer veneering doesn't risk gluing your caul to your veneer, but it does require a warmer shop, and I wouldn't want to do e.g. a dining table that way. Melamine cauls usually pop free pretty readily if they do get glued to the veneer. If you don't have or want to buy melamine, a packing paper layer between the veneer and the caul will help, as will covering the caul with packing tape.
Ideally, you don't end up with a lot of glue bleeding through the veneer, but burl veneer tends to wick it through.
I didn’t expect avoiding the custom engine side quest in a game with a very custom art style; kudos!
I think there may be an even bigger mistake avoided here: many indie devs build amazing projects and don’t talk about them enough. If you ever created something you enjoyed, wanted to share it and somehow didn’t, watch and learn; I know I should!
In case the author is reading: anywhere that's not Steam to wishlist or buy the game? This would be a definite purchase from me on GOG - well, if it reviews reasonably well. I love quirky and unusual graphical styles.
But I have never, and probably will never, buy game from anywhere that requires me to install a launcher and look at advertising before I get to play.
You'll be happy to hear that Steam does not require you to do any of that. If the game does not heavily rely on Steam services you don't have to have Steam started at all. I just tested some games and i could just start them from the executable without Steam running. I also disabled the news window you can get on startup and the Steam client starts on the library, not the store page.
So have fun.
GOG (and also Itch and sometimes Humble) simply gives you an installer with no DRM at all, meaning that the games will continue to work even if GOG blows up.
So yeah, that's why some people prefer buying on GOG over Steam. That, and European patriotism, sometimes.
Creators are sometimes afraid of this model, sadly, due to the perceived increased potential of piracy. Even though CD PROJEKT RED have repeatedly demonstrated that they can sell their own games with zero DRM and still dominate the top selling charts.
Edit: I think people really sleep on SteamCMD, I really like using it.
Itch.io would be more reasonable. It doesn't have a lot of users, but it is trivial to setup, and doesn't require a launcher
Want to understand the user journey, as if people show interet they should check the game out.
Dave says: Often when you watch videos of people doing crafts on the internet, they're people who have been doing it for years. They don't make mistakes, or if they do, they don't really show them to you. I haven't been doing any of these crafts for years. So I've made lots of mistakes, and I want to show them to you, so you don't get the impression that this is easy.
I wonder how the author manages this bloat if he has to pivot to a different workstation. LFS enabled in his GitLab instance? Shallow clone? Just swallow whole??
The question was more intended to probe remote UX resilience near the limits of pain when faced with massive git repos which primarily capture binary assets/artifacts.
i have been discussing this on HN before in the context of a multi TB archive of photos and videos (part of which happened to be for a film project, so similar considerations apply). raid, external disk, and remote copy. for the film footage, everyone working with it has a full copy too, even if they don't need all of it. just in case. if you need to work with the data there is pretty much no other option.
Can't wait to see the finished game. The blog posts are a part of the journey
https://novalis.org/blog/2025-03-26-responses-to-the-hacker-...
Love, your low-quality Twitter bot