Activity Stream

@tomwor@tomwor.com

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…

@tomwor@tomwor.com

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

@tomwor@tomwor.com

So I have an object pool with a maximum of objects to keep available. If I request more objects from the pool then are available, I just instantiate them regularly and on return to the pool I destroy them. Is this a good pattern? #gamedev

@tomwor@tomwor.com

#Steam really beats my Library and Store assets to mush with it's compression. Have to fight back with Curves, High-Pass filter and Saturation increase. The exported images look like shit, but when mangled by the comp algorithm they look fine again. 🤷‍♂️ #gamedev

@tomwor@tomwor.com

Had the #Laravel debug bar enabled on Worgames live site. Say one thing about Tom, say he's a professional.

@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 🧵 1/3

@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