Jonathon aka Liyability (@LiyabilityJP) header
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Software Engineer | Active Duty Soldier | Family First SAC Code: LIYABILITY Fortnite Netflix Picks (Demon Hunters)

Raleigh, NC
Joined October 2023
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This is a good read. I agree with a big difference between his definition of “vibe coding” and “agentic engineering” and I seem to always be doing the latter.
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It do be hard in these streets to find a point of entry. Yet I’m planning a new game to release anyway. But with my eyes open to the fact it’s unlikely to launch in this ecosystem.
GO GOATED — TheBoyDilly (#8 creator), established for 5+ years. MEGA RED VS BLUE — RVB (#7 creator), established for years. Murder Mystery — Good Gamers (#5 creator), established studio. The Pit — 6+ year-old hit, acquired by Gaijin. 1V1 WITH EVERY GUN — Hive (#2 creator), established studio. Fight The Brainrot — Viral brainrot trend. Star Wars Droid Tycoon — FOAD (#10 creator), Epic partnership + early IP access. PILLARS — Hive (#2 creator), months of paid Sponsored Row advertising (~$110K–$175K estimated in May–June alone). GO UP FOR BRAINROTS — Ferins (#3 creator), massive existing audience. Bed Wars — Good Gamers (#5 creator), established studio. I want to make it clear that these are genuinely great, well-made games. Many of these creators built their success entirely on their own, long before receiving any special support, and they absolutely deserve recognition for that. But my issue is with Discover itself. Roblox is constantly evolving. New trends, new games, and new creators regularly break through. Meanwhile, Fortnite’s top creators remain largely the same year after year. And when newer creators do break through, it often seems to involve significant promotion, established connections, or opportunities that aren’t equally accessible to everyone. Having 4 games released in the last 6 months isn’t the same as having 4 new creators break through. Discover doesn’t seem to give upcoming creators the same opportunities to become successful.
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Jonathon aka Liyability retweeted
Direction, articulation, criteria, and taste. Skills built purely on tool proficiency are losing their competitive edge. If you want to stay relevant, double down on the things AI can't: Direction, articulation, criteria, and taste.
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I think I might make a Skill that tells Claude to guesstimate how long its task is and then recommend an activity to me that I should do to fill that time. I'll build a mini-game of what I do between tasks to see if it recommends lazy or healthy activities lol
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I actually very much agree here. I think it's easy to treat everything as a catastrophe; which I see a lot of us doing here. If you think of it as another tool that should be wielded responsibly, it is a new skill for us to get after.
The REAL reason people hate AI: they feel threatened and are scared that they don’t know where they will fit in this new world. Like many of us, they have attached their identity and worth to their skill. There is also cognitive dissonance. To watch something you spent years mastering replicated by a robot in seconds. All to say is the AI debate is simply a struggle of human emotion. I am certain that if these same people truly invested in it, they would find that their creativity would expand.
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👀
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Sickkkk!
Arcade Games In Fortnite!? Yupp! 27 Arcade Games, 17 solo, 10 duo! All playable! Aswell as carneval games + more! #UEFN #FNCreate Mapcode: 2689-9214-2321
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Well said. The playtesting between prompts is what’s taken the longest for my process; especially in UEFN. But I’ve found vibe coding after a foundation was set has allowed me to focus more on juicing as I go by testing and considering when I should do refactor passes etc.
The main problem with vibe-coded games isn't bad code or even AI art. It's that you can generate years of implementation in days, but not years of playtesting, iteration, and design judgment. A game can be finished in a weekend. That doesn't mean it's been designed.
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Damn… an absolute giant. Thank you for building experiences that I was able to enjoy with my friends and family!
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Jonathon aka Liyability retweeted
My private playtesting service has a home! 🎮 See your Fortnite map through fresh eyes, with honest feedback on what works, bugs I encounter, and where the player experience could improve. Packages, pricing, and how it works: rebelfnc.carrd.co
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The current conversation on AI reminds me of religion and politics. It's a topic you don't want to bring up at the dinner table at Christmas and I don't care what religion you practice or political stance you have, so long as you don't put the word "radical" in front of it and you don't try to force your beliefs on me. Radical anything removes logical thought imo. So I'd just suggest everyone keep an open mind and learn as we go. Stop pretending like any of you have the answers.
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Couldn’t disagree more. You need to know how to wield AI for coding unless you’re happy with sub-par results from whatever the machine gives you without proper accountability or guidance. Which I am not, so I find my understanding of code and architecture invaluable.
Actually dodged a bullet.
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This summarizes my experience so far using AI to approach an ambitious project. It has allowed me to constantly think about the bigger picture. I just couldn’t have worded this as well as Tim and he’s on a whole another level than I am, but the sentiment is spot on with mine.
When I was writing Unreal Engine 1, my time was divided as follows: - Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking. - Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results. So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks. What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files. I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks. What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
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Richy the🐐-- keeping Ballistic alive
Introducing : Skyline 2077 & Bomb Defuse Revamp to BALLISTIC EVO!!! - Skyline 2077 my reimagination of the OG Skyline 10 - Bomb Defuse got a Competitive Overhaul - New Leaderborders & other small fixes UP Next : Better Rewards & Score Streaks
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I respect the hell out of the @WARDOGS dev team for having the balls to experiment and iterate, paired with their level of transparency. I look forward to S3!
ANNOUNCEMENT 📢 Season 2 was meant to be a fresh start, and for a lot of you it hasn't felt like one. We sped up progression on deliberately and tried to balance the game better, as set out in the patch notes, but it was the wrong call. Some players are reaching end game gear like Tier 4 armour and MBTs within days, so the wipe never really landed. Some things are clearly out of balance and we'll fix them. Others have the community split, so we want to see how those play out first. We won't be doing a knee jerk reset this weekend, as that would be unfair on everyone already enjoying the climb. Instead, we're looking at significantly bringing forward Season 3 and some of its content, so you get a proper fresh start. More details in our dev vlog next week. This is what Early Access is for. Thanks for playing and for the feedback.
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Full rewipe plz. I was 12 hours late and it now doesn't feel worth playing. Otherwise I'm probably just waiting for season 3. (I'd obviously test my own assumption here and play again, but that's how I felt after playing once yesterday)
WARDOGS Season 02 lasted about 11 hours before the devs hit undo. It brought a lot: rain and thunder that hide your footsteps, 4 new guns, 4 new vehicles including the T-72B3 and the Gepard, and big damage cuts to .308 and 7.62. Then the Lonestar bonus sent half the server stampeding to blue, and a supply-crate exploit had people in tanks within the hour. Credit where it's due: @WARDOGS came out and said "We're holding our hands up and we got a few things wrong." The blue bonus is gone, the exploit is patched, exploiters are getting temp bans and resets, and Limited Mode servers are coming. A lot of players respect the honesty. A lot of them still want a full re-wipe. Where do you land? blog.milsimunits.com/posts/w…
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They recognize the issues I’m highlighting as well. I love their response and I love this proposed next step of just bringing S3 closer so we can try again. Matches my sentiment precisely. nitter.cf/wardogs/status/2111412…
ANNOUNCEMENT 📢 Season 2 was meant to be a fresh start, and for a lot of you it hasn't felt like one. We sped up progression on deliberately and tried to balance the game better, as set out in the patch notes, but it was the wrong call. Some players are reaching end game gear like Tier 4 armour and MBTs within days, so the wipe never really landed. Some things are clearly out of balance and we'll fix them. Others have the community split, so we want to see how those play out first. We won't be doing a knee jerk reset this weekend, as that would be unfair on everyone already enjoying the climb. Instead, we're looking at significantly bringing forward Season 3 and some of its content, so you get a proper fresh start. More details in our dev vlog next week. This is what Early Access is for. Thanks for playing and for the feedback.
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Jonathon aka Liyability retweeted
We're holding our hands up and we got a few things wrong. We are pushing a backend update: ▫️Removing Blue Cash & XP Bonus ▫️Driver Progression Fixes ▫️Fixing Driver Exploit Preventing lots of players from accessing tanks too early ▫️Coming Soon: Limited Mode Servers (No Power Weapons & Vehicles) Full details in the video here:
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