Valve showing off #Blender and #Godot on the new #SteamMachine (running #Linux and #KDE) promo material presents a complete and competent #FOSS stack for #GameDev – worth a moment of…
@tomwor@tomwor.com
Important: keepandroidopen.org #android #foss
I’ve sold just 31 copies of my game as of today, which doesn’t warrant expanding to mobile platforms, BUT at the same time I want the experience and I also…
I’ll make a proper post on it on the official Worgames account tomorrow, but let it be said today: Super Space Arcade is available on Steam now for Mac and…
Figuring out how to create a code-signed, notarized MacOS version of my game to publish through #steamworks on a testing branch as an additional depot on the existing CD Key…
Think I got to integrate @blockbench into my workflow, could look great with my current voxel stuff, adding a bit more fidelity. Video by @gamefromscratch #gamedev #voxel #indiedev
youtube.com/watch?v=OyYk5Q…
#hotfixsaturday #gamedev x.com/worgamescom/st…
Yesterday I’ve played around with a couple of different ideas for track generation in Super Space Arcade, but I realized what a big gamble it is to make these architectural changes to a released game. Perhaps better left for a sequel. Still enough other areas to polish. #gamedev…
Lesson learned (again): When getting a pooled object in Unity, set the position and rotation *before* setting it active. The lifecycle methods and the physics engine might otherwise interfere, even when it looks like you have a clear path in your code from A to B. #unity #gamdev
After my debut game “Super Space Arcade” took way to long to release, I’ve been thinking to do what most gamedevs recommend, to make small games, and fast(-ish). I’m planning…
