I think I read that this is planned as a three-season run, so a third season should wrap things up. While I enjoyed Season 2, I found myself asking, 'Who is the antagonist now?' The previous one was apparently genuinely trying to make amends.
Yeah I used Codex for that Pac-Man conversion and it never complained. It was all, "okey-dokey!"
Usually what I do is craft a full markdown plan with incremental milestones and phases. And once everything is described, only then begin development. But Claude is immediately recognizing it as...
I guess the software companies complained loud enough. Claude will absolutely refuse to do anything it detects as reproducing a piece of software or game. I had GPT research the gameplay of Carrier Command, then took that research document and reworked it so it didn't explicitly name Carrier...
I’ve finished the current optimization pass on my Pac-Man conversion for the VIC-20. GPT 6.1 on xHigh handled the implementation and profiling under my direction, and I play-tested the changes.
A new renderer cuts most of the flicker from erasing and redrawing characters. Fourteen speed...
Not sure if there's a particular use case for Muse. It's pretty mediocre from what I've heard. Claude Opus 5.5 is the de-facto best for coding. ChatGPT Images 2.5 does some banger artwork, though.
First pass, took about a day. Frustratingly, Claude REFUSED to work on this. Had to use Codex / GPT-6.1 Sol on xHigh. Video below is gameplay up to the first intermission.
I think the results are pretty damn good. It starts from Mark Burkley's C translation of the arcade program, adapted...
I'm experimenting with how well current coding agents can handle a demanding homebrew arcade conversion. Specifically, I'm working on a Commodore VIC-20 Pac-Man port that aims for a true one-to-one recreation: gameplay that matches the arcade as closely as possible, along with graphics and audio...
He works for Dell, right? Forget it. Large, public corporations don’t hand out raises on a whim, and they absolutely will not give raises over a certain percentage (probably around 10%). I had to leave my company and come back in order to get a significant "raise."
Everything you've said in this post mirrors what I see at my work. Honestly, I think a lot of the problems we bemoan are simply "the way it is" and are common everywhere. It doesn’t reduce the frustration we experience, but the truth is that going somewhere else won’t change a thing.
I think the correction is already happening through indie studios. The old "AAA" model of dumping tens of millions and years into a single title is largely over. Indies have shown smaller teams can ship strong original work without the overhead, and 2026 made that clear as their share of...