Activity Stream

@tomwor@tomwor.com

Considering that #AI is always polite, unoffensive, and doesn’t make typos, the true proof of humanity is going to be badly written insults. You fukkers.

@tomwor@tomwor.com

I got the #switch2 mostly for playing my old unfinished Switch 1 titles at a better resolution and 60fps framerate, especially Zelda #totk and it’s doing well in that regard. #gaming 🧵
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@tomwor@tomwor.com

While I have successfully managed a #selfhosted GitLab with automatic CI/CD for #Unity game builds, I realized the whole signing/notarization process is only possible on a Mac, so the dream of the one CI/CD to rule them all is suddenly out of reach again.

@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

@tomwor@tomwor.com

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.

@tomwor@tomwor.com

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

@tomwor@tomwor.com

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.

@tomwor@tomwor.com

Modifying a ScriptableObject at runtime changes its asset file. Avoid unintended data changes by cloning it with Instantiate() before using it for runtime data. #Unity #UnityTips #gamedev

@tomwor@tomwor.com

Unity’s ScriptableObjects live outside the scene and stay in memory only when needed. Ideal for large datasets like inventory items or dialogue trees. #UnityTips #optimization

@tomwor@tomwor.com

ScriptableObjects in Unity are really great for managing shared data without bloating your scene. I use them for config settings, global game data, or item definitions. 🚀 Goodbye, redundant prefabs. #Unity3D #gamedev

@tomwor@tomwor.com

During the holidays, I was offered so many video games for free that I could probably comfortably play all year . I wonder if this is a trend that will essentially render premium games pointless and games will just become the top of a sales funnel for ingame items. #gamedev

@tomwor@tomwor.com

I usually prefer my own usernames. #Unity Gaming Services API just gave me “FamiliarHoppingChinchilla#7”. Now I’m torn. #gamedev

@tomwor@tomwor.com

I’m just reading “The Art of game design” by Jesse Schell. His “Lenses” approach makes perfect sense. He promotes to view a game from very distinct individual perspectives, separate from each other. Due to the lack of an overarching framework (or a science) for game design, this…