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ANNOUNCING: The official @CyberForgeDev team! Game Development by: @LysnoDev @S7atori @r34p3rex T A N A S H I 📢 Twitter Space on 5/10: Team Q&A 💻 Cyber Forge dev log: 🛠️ ⚡ Building initiated #CreatedinFortnite Fortnite Developers #UEFN #CyberCrew

26,408 görüntüleme • 3 yıl önce •via X (Twitter)

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@CyberForgeDev @LysnoDev @S7atori @r34p3rex @FNCreate 🛠️⚡️

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@CyberForgeDev @LysnoDev @S7atori @r34p3rex @CyberTanashi @FNCreate Cyber Spicy

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@CyberForgeDev @LysnoDev @S7atori @r34p3rex @CyberTanashi @FNCreate Lesggooo🔥🔥

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@CyberForgeDev @LysnoDev @S7atori @r34p3rex @CyberTanashi @FNCreate Awesome Team good job I can’t wait 🔥🔥🔥

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@CyberForgeDev @LysnoDev @S7atori @r34p3rex @CyberTanashi @FNCreate My Gawd…it’s here.

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@CyberForgeDev @LysnoDev @S7atori @r34p3rex @CyberTanashi @FNCreate

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@game_loop_eth @CyberForgeDev @LysnoDev @S7atori @r34p3rex @CyberTanashi @FNCreate 👀

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@CyberForgeDev @LysnoDev @S7atori @r34p3rex @CyberTanashi @FNCreate Can’t wait!!!

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Are game developers doomed? Claude Fable 5 just did 6 years of my work in an afternoon. I don't think game developers are doomed. But our industry is about to change faster than almost anyone expects and I just watched it happen with my own game. Let me give you a concrete example. I started building Moonga when I was 17. After high school, I took a gap year before university and spent the whole year building the first version an online trading card game, back when web games were still in their infancy. It wasn't perfect. It was the work of a young developer. But it worked, people played it, and it proved the concept. In 2008 I rebuilt it from scratch, created a company, hired a team, modernized rules, redesigned experience, and we spent about a year and a half of work for an iPhone version. We launched on the App Store in 2010. Over the years we invested close to a million dollars. The game became especially successful in Japan and developed a loyal community. Ironically, our biggest challenge was never creating content it was maintaining the technology. Back then, iOS and Android meant separate codebases. A web version meant a third. Every feature, every bug fix, every improvement had to be duplicated across platforms. The maintenance cost was enormous. Fast-forward to today. I gave Claude Fable 5 the complete source code of Moonga roughly 500 cards, each with its own abilities and gameplay logic. It's years of accumulated game rules, edge cases, and design decisions. Five or six hours later, I had a fully playable version running on a modern multiplatform stack. One codebase. Web. Mobile. Modern architecture. A few more prompts and I was polishing interface and gameplay. It's not production-ready I could spend another week on animations, UX, and visual polish. But that's not the point. The point is this: years of accumulated development knowledge were enough for Fable 5 to recreate the entire game on a modern stack in a single afternoon. That doesn't erase the original work. Someone still had to invent the mechanics, balance 500 cards, design the systems, create the assets, ship the first implementation. But once that knowledge existed, rebuilding it became almost free. That's the real shift. The cost of implementing software is collapsing. The value is moving toward ideas, game design, content, world-building, community, and taste. We're entering an era where a small team or even a single developer can build what used to take dozens of engineers. For game developers, that's both terrifying and exciting. The question is no longer "Can I build this?" It's "What should I build, now that implementation is no longer the bottleneck?"

Shaban Shaame

34,442 görüntüleme • 1 ay önce

New GameFi launch 🚨 This one is brought to you by the same advisory company that brought us $ADULT! The Web3 Gaming narrative is strong with tokens taking off left and right. Coinracer is a team that has been building for over a year now and has a playable game ready to go to market. What is Coinracer? Coinracer is a fast-paced, low-poly simcade racing game that features a variety of arcade game modes, being integrated into an open-world metaverse. Players begin a career and progress through it by unlocking various achievements. Features of Coinracer: • Self-sustainable microtransaction-based game economy. • FIAT on-ramping for non-crypto gamers, via partner SphereOne. • Wide vehicle selection and customization. • Extended gameplay loop with a variety of arcade game modes: Coin Race, Destruction Derby, Rally Race, FUD Ball, Pinkslip Race, and Junkyard Race. • Deep storyline with single player career mode and an open-world metaverse. • Strategic competitive play with damage mechanic and vehicle types, attributes, and tiers. • eSports tournament integrations with the leaderboard system and Coinracer Championship seasonal grand prix. • Custom ELO matchmaking system for fair and balanced competitive play. • Building with a chain agnostic approach to increase gamer onboarding and game revenue for the business and revenue share distribution; currently on BSC and launching on ETH (in discussions with AVAX, IMX, and RON regarding additional expansions). • Revenue sharing from the highly profitable game revenue. Multiple Revenue Generation Streams: • Vehicle sales • Vehicle repairs • Vehicle upgrades • Vehicle customizations • Prize pool fees • Land plots • In-game business taxes 20% of Coinracer's revenue is allocated to be shared with $CRACER token holders of 250,000 tokens or more (to prevent dilution). Marketing Activations Planned: • Team has a partnership with Reddit and has a gamer acquisition advertising campaign booked in. • Team is leveraging relationship inside the NeoTokyo network for promotional opportunities and partnerships. • Team is leveraging relationship with Beam for promotional opportunities and partnerships. • Team is closing deals with several high profile Web3 gaming content creators and streamers. Notable Partnerships: • HyperPlay: game launcher and game security audit. • SphereOne: payment processor. • 1Kin: game distribution platform. • Nexus: game discoverability platform. • Owned: game discoverability platform. • Reaktor: game launcher and tournament platform. Website Whitepaper Twitter Telegram YouTube Launch details (timer in TG) CA: 0x1c92c0295807F1f7C0726cf51A1D26298563F14A Initial max tx: 0.1% Initial tax: 20% Max tx will increase by 0.1% & tax will decrease by 1% every 10 blocks. Limits removed and final taxes (5/5%) reached roughly 30 minutes in. 🚨 Special 0xEly community offer: 0.5% of the supply is being raffled off to 10 lucky winners that share the launch announcement on Twitter & enter the raffle in the private channel. (

0xEly

48,113 görüntüleme • 2 yıl önce

So much of what's circulating about MGSΔ on the internet is unreasonable and unfair. The treatment of the game is really strange and unfair, and I'm going to show you another letter of nobility from the development team that NO ONE has noticed since the game's release in August 2025. No one has mentioned it on Twitter, YouTube, Reddit, etc., yet I have rarely seen anything so respectful. MGSΔ is also a remake that keeps a low profile on the internet, is sometimes ashamed of its subtle additions and improvements, and has HUGE respect for the main MGS3 development team. MGSΔ is also a remake that “hides” its credits in favor of the classic MGS3 credits at the end of the game with Starsailor's iconic theme “Way to Fall,” choosing sobriety and humility when it comes to the development team that worked on MGSΔ. In fact, there are more than 10 minutes of credits for the remake available in the “EXTRA” menu of MGSΔ, presenting the staff working on this project, with a new and already legendary orchestration by Naoki Nakashima that fits perfectly with the Metal Gear universe. Given the considerable work involved, the decision to put this in second place and leave the original MGS3 credits (from the original team) is once again a sign of great respect on the part of the development team. That's not all. From the introduction onwards, the game presents itself as “based on MGS3.” With no mention of the current staff, but rather the “Original” staff (introduction) with their names highlighted. As far as I can remember, no remake project has ever done this in the world of video games. Voluntarily stepping aside to continue promoting the original team, saying (Okamura) “Keep us honest” (for the future of MG) is incredible proof of respect for the saga. Okamura and the development team reading hate messages from angry “fans” on Metal Gear Hotline was also a powerful and painful moment to watch. Okamura also said that he would like to work with Hideo Kojima again in the future. At what point can we say that this is not sincere? I just don't understand. Yet we still see insults, people saying that the game doesn't respect Kojima, and a community divided in two. We also have misinformation, sometimes deliberate by some media (the release of MGSVOL1 saying that the credits did not mention Hideo Kojima), and questionable omissions of the game from major video game events for important titles such as sound design and best remake... I wonder how long this “targeting” of Konami will continue, because OBJECTIVELY, there is a genuine desire to do well. Admittedly, there was a difficult start with performance issues in certain parts of the game (which have been fixed) and a misstep with FOX HUNT, but the game does not deserve the hatred we see everywhere. If we want to see METAL GEAR continue, we need to soften our judgment and trust them. Fortunately, Delta's sales were good and the series will be able to continue evolving, but I still have a slight fear for the future... Because there is always strange hostility on the internet. Sorry if this tweet was a bit long, but it had to be said.

Outsider Snake

33,068 görüntüleme • 8 ay önce

LET'S GET IT, PROP HUNT! This isn’t just your everyday prop hunt, so much time has been put into this that it has more content than 99% of UEFN experiences out there. With 12 rotating arenas that you can vote for in-game, customizable loadouts for both prop and hunter teams, upgradable abilities, and quests (including daily rotating ones), this game is packed. AND A PROP COLLECTION?? HELLO? Yes, that's right, I figured out how to track what players turn into! On top of that, there’s a rank system, togglable settings, I save a million different things and display it ALL for the player in the player stats page, and just overall an insane menu system that you need to see for yourself. Words cannot express what this project means to me. I think I’ve officially peaked, how do you even top something like this? This was a massive team effort, with nearly a year of work (on and off) poured into it. Every single person who contributed to the project or even answered a random question along the way has been credited in the game. I’m beyond excited for this to finally be out in the public. I’ll also be diving deeper into how I accomplished certain features soon. Massive shoutout to my team and everyone at Alliance Studios! I may have been the brains behind it, but this project wouldn’t have been possible without the help of so many people. And the best part? We’re just getting started. There’s a long list of new content in development. If you see a “coming soon” sign, trust me, it has a purpose and is already planned out. Stay tuned for some insane updates that will make the game even better. Happy Prop Hunting! 🔥 Fortnite Creators #UEFN

DolphinDom 🐬 | Dominic Catelani

19,786 görüntüleme • 1 yıl önce

Inspired by Grok as a developer and a heavy gamer for over 15 years, I spent some time last week building a few things. Thrilled to unveil my latest creation: an infinite runner game built almost entirely by Grok from xAI! This project showcases the incredible power of AI in game development. Grok handled everything—from designing the game mechanics to writing the code and even helping me debug issues along the way. I brought it to life using some amazing free assets from a treasure trove for indie developers. You can play the game now at Elon Musk, I’d be honored if you checked it out. AI is revolutionizing game development, and Grok is at the forefront with its outstanding capabilities. It’s more than a tool—it’s like a tireless co-developer. Grok grasps complex concepts, provides suggestions, and turns rough ideas into working code fast. For this infinite runner, it crafted smooth player controls, randomized obstacle generation, and an engaging scoring system, letting me focus on the overall vision. And cross_protocol, founded by Henry @CROSS is set to harness AI’s full potential in gaming, pushing the boundaries even further. This is just the beginning. With Grok’s help, I’m planning future projects: 1) Physics-based puzzle game where players tweak gravity and momentum to solve puzzles 2) 2D RPG with deep storytelling and branching dialogue 3) Fast-paced 3D shooter with immersive worlds Each genre requires unique skills, but Grok’s versatility makes it ideal for all of them. It adapts to any challenge—be it physics simulations, character AI, or level design—producing results that could rival a full dev team. AI like Grok is opening up creative doors I couldn’t tackle alone, and I can’t wait to see what’s next. Stay tuned for more.

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99,753 görüntüleme • 1 yıl önce