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…
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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
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
"How to get ahead of 83.5% of indie Steam devs in 2025" Totally not clickbait. #gamedev #indiedev tomwor.com/how-to-get-ahe…
#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
Had the #Laravel debug bar enabled on Worgames live site. Say one thing about Tom, say he's a professional.
The demo of my #indiegame "Super Space Arcade" is available on #Steam. Download and tell me what you hate about it. Be brutal. Make it sting. store.steampowered.com/app/1442050/Su…
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.
Last chance everyone. #stopkillinggames #gamedev #gaming eci.ec.europa.eu/045/public/#/s…
Asking #ai to refine a previous result feels like sharpening ice cream.
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
I love it here on #Twitter. 🫶🏻
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.
"Every step filled with dread" - The Hidden Costs of Convenience: Choosing Between Control and SaaS in Game Dev #gamedev #saas #selfhosting #indiedev #digitalsovereignty #gamepreservation tomwor.com/every-step-fil…
Worst thing about part-time gamedev: forgetting what you've done last time and then having to figure out your own shit. #gamedev
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.
After all these years using #Unity I just learned about the cost of null comparison against Unity objects, duh. #gamedev github.com/JetBrains/resh…
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

