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#timcain — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #timcain, aggregated by home.social.

  1. Fallout's creator reveals you could have played as a snoring cow hater who believes in UFOs, had Black Isle stuck with its original licensed roleplaying system

    piefed.world/c/crpg/p/1129687/

  2. Fallout co-creator Tim Cain is "looking forward" to generative AI for games, TV, and his doctor appointments in dire predictions: "Like a game and you want more content? It'll just generate it"

    piefed.world/c/crpg/p/1035385/

  3. Most of the original Fallout's "dark humor" was added just to make co-creator Tim Cain laugh: "We made this game for each other. When it shipped, we were like, 'Well, I hope other people like it!'"

    piefed.world/c/crpg/p/871946/m

  4. Fallout designer Tim Cain reckons his subsequent 3 projects were buggy games 'or, as people called them, flawed masterpieces' because 'we had a lot of feature ideas, we did not edit ourselves at all, and we were a small team'

    piefed.world/post/755257

  5. Fallout co-creator Tim Cain says canon is 'whatever the owner of the IP says it is' but that's okay because 'the best part of interpretation is you can't be wrong'

    piefed.world/post/673850

  6. 25 sierpnia – rocznica urodzin Tima Caina, amerykańskiego projektanta gier, najbardziej znanego jako twórca pierwszego Fallouta. Później współtworzył też Arcanum, The Outer Worlds i inne klasyki RPG. Jego wkład w gatunek to nie tylko kod, ale i wizja budowania historii. (fot. Wikipedia) #TimCain #Fallout #GryRPG #GameDesign

  7. TechSpot: Original Fallout creator was ordered to destroy source code, then Interplay lost its official archive. “After [Tim] Cain left Interplay during Fallout 2’s development, the company ordered him to destroy his personal archives. He complied, believing Interplay would maintain the official materials. However, the company failed to preserve them, leaving a significant gap in the […]

    https://rbfirehose.com/2025/05/02/techspot-original-fallout-creator-was-ordered-to-destroy-source-code-then-interplay-lost-its-official-archive/

  8. While I had already implemented two quest systems in two different engines before finding this video it turns out my design and thinking around it was almost exactly the same as Tim's. The only difference being the quest state of "mentioned".

    What is cool is that each state can be packed into a single byte using six bits, 1 bit for each quest state and an additional bit for the botched flag. Not that it matter on modern computers.

    youtube.com/watch?v=pw6tOlmwwY

    #gamedev #rpg #timcain #masterclass

  9. Had a splitting headache last night so I only got somewhat started on the inventory system.

    But I started listening to this Tim Cain video that turned out to use an inventory system as an example, with me nodding along.

    youtube.com/watch?v=Zzo5JTY8zj

    #gamedev #rpg #timcain #masterclass

  10. Insightful video about randomness, what it is and what it's not.
    This is one that comes up often in design discussions, but it is explained very clearly here. Might be useful to you! youtube.com/watch?v=DqL9R5PqE2

    #random #gamedesign #boardgamedesign #timcain

  11. I was going to make a video discussing how The Witcher 3 is really bad as an RPG (even though it's a good game)... but Tim literally covered almost everything that I would have covered.
    https://www.youtube.com/watch?v=3a9LxjNNhCc

    If you aren't watching Tim's videos and you are into gamedev, you should check it out. It's free information from a veteran of the industry.
    #witcher #witcher3 #rpg #crpg #timcain #gamedev

  12. Work/life balance is not applicable to creative work imo... but it's dangerous to say that because people will yell at you. Let' talk about this. Exploitation is bad. DO NOT let a corporation abuse you or destroy your time/life. However, don't police how creative people spend their time. We have little control over the creative flow... some days we need to write for 12 hours... or code all night. So, we need to look at things differently. Work/life balance doesn't mean much to someone who is passionate about a project... their work is their life. Those who are driven are somewhat different. We need to encourage breaks, exercise, and regular meals. We need more specifics... and we need to understand that it's OK to work from 3pm to 3am if you want to. This doesn't really apply to corporate work... fuck them. Never do any overtime for that stuff.

    I feel like I need to write 5 pages on this so I don't get yelled at, but have a look at this first: This video on work/life balance nails it... it's from Tim Cain (creator of Fallout and key figure behind Bloodlines, Arcanum, etc.)
    https://www.youtube.com/watch?v=AaHVCy_EQ0s
    #worklifebalance #creativeworkers #gamedev #indiedev #timcain