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Cornell Crits | Vtuber

@cornellcrits.bsky.social
618 followers 543 following 586 posts

41 - He/Him - Bi - Poly - Disabled 🔞 Comfy and Cuddly Incubus variety Vtuber. MDNI! inquiries 🔞 - midlifecrits@gmail.com Twitch - www.twitch.tv/cornellcrits YT - www.youtube.com/cornellcrits Throne - throne.com/cornellcrits

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Reposted by Cornell Crits | Vtuber
Scion Eon @scioneon.bsky.social · 07/10/2026
Time to hop back into the world of warcraft with the wow forever beta. Hop on by and ask any questions about the game! Streaming with @cornellcrits.bsky.social www.twitch.tv/scioneon #vtuber #twitchstreamer #WoWstreamer
twitch.tv
ScionEon - Live on Twitch
WoW beta testing, feel free to hop in and ask questions with @cornellcrits and @strawberrikittyVT || WoW forever beta | Streaming world of warcraft.
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 13/09/2026
Live with the #Diablo IV #blizzcon demo from the media Village!!!! www.twitch.tv/cornellcrits
twitch.tv
CornellCrits - Twitch
Welcome lovelies, I am your Comfy yet Chaotic Incubus Vtuber! I play a variety of games so stick around for the many adventures and chaos! https://www.twitch.tv/cornellcritshttps://www.youtube.com/cor...
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 12/09/2026
#blizzcon2026 baby!!
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 12/09/2026
It is crazy packed.
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 29/08/2026
#indiedev #solodev #horrorgame
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 29/08/2026
Six days from the MegaGrant deadline, I made the directing decision to stop chasing full polish and concentrate on proving the vision. Our first in-engine story animatic for “The Journal in the Wall” is now live with Devlog Day 11: www.thehouseonacacia.com/development #HouseOnAcacia #UnrealEngine
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 19/08/2026
It is serving as our first real emotional beat in the narrative. Hoping rendering finishes today so I can share it.
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 19/08/2026
A major milestone for The House on Acacia is coming together tonight. What began as a simple cabinet interaction has grown into a full first-person sequence! Days 11–21 devlog tomorrow. #IndieDev #GameDev #IndieHorror
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 12/08/2026
Another voice I'd love to work with for the House on Acacia if at all possible is @samwitwer.bsky.social r #indiedev #Gamedev #solodev #horrordev
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 11/08/2026
It was mostly the realization that with each step forward a lot more time then I was comfortable with was being spent trying to patch rather then actually developing the game. So it became mostly the fact that I’m stubborn and don’t want to give up making day of the devs submission in March.
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 11/08/2026
Tonight we locked in our baselines: 6'4" player height, standard residential door reference, 91 cm hallway reference, and a 1 m interaction range. The goal is simple: solid foundation now, fewer rabbit holes later, and keep the March Day of the Devs target on track. 3/3
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 11/08/2026
That meant switching to the new interaction system’s player/GameMode, archiving the old world, and creating a clean L_Test_Lab. We’re now working at real-world centimeter scale with dedicated pads for player scale, interaction, environment, and horror events. 2/3
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 11/08/2026
Days 9–10 of The House on Acacia: we hit a hard truth—the prototype foundation was fighting us. Scale, player setup, and custom interaction work were costing time, so we stopped patching and rebuilt the lab around proper UE5.8 workflows. 🧵 1/3 #indiedev #gamedev #horrordev #solodev
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 09/08/2026
That split is exactly where I landed after the cabinet sequence exposed the weakness. I'm moving the interaction state back into the component/actor and keeping animation as presentation. For this project I'm leaning toward cleaner state flags/stages first.
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 09/08/2026
That was the issue. The interaction system worked until animations exposed that gameplay state and presentation were too coupled. 😅 I rebuilt the flow so interaction decides the action and animation responds. Painful refactor, but the cabinet sequence revealed the problem early.
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 09/08/2026
It came down to adding in the animation layer was where the crack formed so went back and just made it tidier.
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 09/08/2026
Appreciate it, Frank! The first prototype got us moving, but the more steps we added, the more important it became to give each stage its own responsibility. Breaking the sequence apart has already made iteration much cleaner. The foundation work is slower upfront, but it gives us more room to grow.
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 09/08/2026
The House on Acacia - Devlog Day 8 The first interaction system worked — but the foundation needed to evolve. This week: ✅ Restored hold interactions ✅ Rebuilt restoration flow ✅ Cabinet sequence working ✅ Hand animation framework started #indiedev #gamedev #solodev #horrorgame
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 08/08/2026
Day 7 of development 👁️ We rebuilt our interaction system from the ground up. The old system worked, but wasn't built for our cinematic first-person goals. The new system supports: • Hold interactions • Multi-stage discoveries • Animation-driven actions #GameDev #UnrealEngine
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 08/08/2026
That's exactly the lesson I'm learning. I was debugging the symptom instead of the animation flow. Tracing states and references made the disconnect clear. Rebuilt the interaction foundation instead of stacking fixes. Now aiming for a cleaner hand reach → contact → door response.
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 07/08/2026
Haven’t stepped into it just yet. Work the paying job first then get into the game work, then stream in the evening lol.
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 07/08/2026
Am curious! Also Yay and congrats on your 3.0 Debut!
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 07/08/2026
Funny enough that thought just came to me too when I was looking at a comment on this vid on TikTok and I saw the part showing the animation graph.
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 07/08/2026
Looping
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 07/08/2026
A lil less than expected. I was expecting the process to be a lot harder. My biggest hiccup as you can see is the reach animation is stopping after interaction completes. So something to fix next session.
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 07/08/2026
Huge milestone on #TheHouseOnAcacia: The player finally has hands👋 I built a first-person interaction system in Unreal Engine 5 so the player physically reaches into the world instead of just pressing a button Still polishing, but it is starting to feel like a real horror game #GameDev #UnrealEngine
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 05/08/2026
🕯️ The House on Acacia Devlog Debugging day! The work players don't see, but makes games feel right Discovery system works: 📖 Journal 🔎 Interaction prompts ⏳ Hold interactions 🏚️ Cabinet restoration Fixed collision blocking the trace. Tomorrow: restoration animation. The house remembers #IndieDev #UE5
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 04/08/2026
🏠 The House on Acacia — Devlog Day 4 Another ~3 hours in Unreal Engine 5. Today I rebuilt the kitchen and utility room from the house that inspired this game. It’s still blockout geometry, but every wall has a memory. Slowly turning memories into a playable world. #GameDev #UnrealEngine
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 03/08/2026
The website for The House on Acacia is officially live. 🏚️ This project began with memories of the California house where I grew up and is becoming a supernatural restoration-horror game about family, truth, and judging the dead. thehouseonacacia.com I’d love to hear your first impression.
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 03/08/2026
Planned from the start in broad terms—the house was always meant to transform around the player’s judgments. What’s becoming clearer during development is that a wrong verdict shouldn’t simply remove content; it should open a different, sometimes darker route with its own evidence and consequences.
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 03/08/2026
That’s the design direction: a verdict can permanently alter the house, close certain restoration paths, and open others. I don’t want a “wrong” choice to simply remove content, though—it should reveal different consequences, evidence, and routes through the story.
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 03/08/2026
I also need to stop responding after a day of dev work. Brain is fried with learning UE so much new information
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 03/08/2026
They run in parallel, but they aren’t separate systems: restoration uncovers the evidence used to understand and judge each spirit, while those decisions transform the house and change what can be restored next. The vertical slice will test one complete linked arc before I expand the structure.
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 03/08/2026
I’ve currently hard-coded it as a gated four-stage sequence: remove the top shelf, remove the bottom shelf, clean the cabinet to discover the wear marks, then slide open the false panel. Only the active stage accepts input, so players can’t trigger them out of order or get stuck
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 03/08/2026
Outside of restoring the house, deciding the final fate of the spirits is part of the core loop.
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 03/08/2026
The game is going to encourage multiple play throughs for multiple reasons with not only the house, but the remembered spirits changing how they respond to the player based upon choices and discoveries made.
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 03/08/2026
I’ll be deciding that when I get into some blind play testing once I get my vertical slice completed. Observation, spatial awareness, and deduction will be needed for sure.
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 03/08/2026
Devlog Day 3.5 | The House on Acacia 🏚️ Restoration now has a hold-progress system. Release early and the action resets; finish the hold and one cabinet stage advances. It works with keyboard and controller. Dev time: 4 hours #IndieGameDev #UnrealEngine
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 03/08/2026
This is part of a cleaning /repair/restoration mechanic so you’ll remove the shelves, clean, and find odd wear marks on the false back indicating it can be slid to the side. Right now sure building the base systems for this gameplay mechanic.
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 02/08/2026
Building The House on Acacia during my off-stream hours—and returning to our regularly scheduled chaos each evening. This week: Jedi Survivor, Halo, Warcraft, Assassin’s Creed and Unhinged Saturday! Most streams begin at 4:15 PM Arizona/PT. twitch.tv/CornellCrits
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 02/08/2026
Devlog Day 3 — The House on Acacia I built a restoration cabinet based on one from my childhood home: remove both shelves, uncover the false back, then slide it left to reveal the hidden compartment. It took some debugging, but now it moves exactly as I remember. #IndieGameDev #solodev
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 02/08/2026
Doors are becoming gameplay systems in The House on Acacia. I added a finished interactive door and a double-action version that swings, rebounds, and settles. Later, spirits will be able to trigger it themselves. #IndieGameDev #UnrealEngine #HorrorGame
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 01/08/2026
Still very very early on. I do have a writer onboard helping me, but dream voices for this project are @autumnivy.net , Jamie Campbell Bower , @davidhayter.bsky.social , and @neilnewbon.bsky.social #indiedev #gamedev #solodev
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 01/08/2026
Day 2 of learning Unreal Engine 5.8 for The House on Acacia. Yesterday the switch reacted to proximity. Today it uses a real interaction system: look, see the prompt, press E or controller X. Next, this system will power doors, cabinets, and clues. #GameDev #indiedev
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 01/08/2026
Ganbatte!!
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 31/07/2026
Total work time 3 hours
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 31/07/2026
Day 1 of learning Unreal Engine 5.8 for The House on Acacia: built a scaled test room, added lighting and materials, fixed a broken carpet shader, and created my first working Blueprint—a light switch that controls the room. Time to turn the lights on. 💡 #GameDev #UnrealEngine
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 31/07/2026
Devlog—Day 1: I’m beginning *The House on Acacia*, a supernatural horror game inspired by the historic home where I grew up—and the spirits I remember there. I’m learning Unreal Engine 5.8 from scratch. Today’s goal: build one playable room. #IndieDev #HorrorGame
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 17/07/2026
Rare face pic!!
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Cornell Crits | Vtuber @cornellcrits.bsky.social · 07/04/2026
Welp sadly having to still be on X for it being the larger platform as a creator and not expecting such a vile response to me saying Asmongold deserved the ban he got on Twitch and in fact deserves a permaban for his vile statements in a whole, not just this one instance.
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