Doom Turtle
1Doom Turtle
Alright, buckle up, Buttercups, because we're about to dive into the gooey center of Doom Turtle's dev madness. Forget 'general studio overview'; this is about the nuts and bolts, the blood, sweat, and energy drinks fueling our indie game development engine. We're the chaotic collective that birthed 'Echo Bloom' – yeah, the rogue-like where lead designer Anya Petrova practically invented a branching narrative system using Twine and a whole lotta caffeine. Seriously, she built a custom Twine exporter that weaves player choices into a sprawling tapestry of doom and redemption. And 'Neon Gods'? That's where programmer Ben Carter went full-on mad scientist, crafting AI-driven faction dynamics in Unity using C# and some seriously gnarly Bayesian networks. He didn't just code the factions; he gave them personalities, ambitions, and the burning desire to screw each other over. We use a custom pipeline built around Git, Jira, and a healthy dose of internal memes to keep the chaos organized. Our TurtleGen engine? It's a Frankenstein's monster of C++, Python, and sheer willpower, allowing us to procedurally generate sprawling landscapes with handcrafted detail. Remember that time we almost shipped 'Neon Gods' with an economy that crashed harder than the stock market in '29? Yeah, that was a learning experience. But hey, we fixed it (mostly) by throwing a player-first philosophy at the problem until it cried uncle. We're Doom Turtle, and we're not afraid to get our hands dirty in the pursuit of awesome indie games.