I added a public property "debugLog" to all of...
@tomwor@tomwor.com
Worst thing about part-time gamedev: forgetting what you've done last time and then having to figure out your own shit. #gamedev
I finished the GameOver UI - it now show the...
Wishlist "Super Space Arcade" on Steam...
There is a slight pixel scale issue at 1280x800...
Ok, I feel a little hurt. #gamedev
Bodybuilders have "leg day", game developers...
So I tried a dual monitor setup for #gamedev with a big central horizontal monitor and a vertical one for code. At a 16:9 ratio, the vertical monitor was just too thin for me. I'm back at a dual same-size 16:9 setup, #Unity on the left, editor (#Rider) on the right.
If we boil down Gamedevelopment to the core, it's about getting players into a perpetual flow-state. Slowly rising challenge, always at the edge of the attainable. If it's too easy, players are bored. If it's too difficult, they get frustrated. #gamedev
So another #Unity #ScriptableObjects realization: If you clone a ScriptableObject for and later Destroy() it, it might still stick around before being garbage collected. Instead of cloning the object for runtime data, I ended up using a regular C# object.
