Activity Stream

@tomwor@tomwor.com

While it’s easy for anyone to imagine the struggle of staring at walls of text for hours, it’s hard to convey the joy when it actually works. #gamedev

@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

I blogged again. 🫣 “Every step filled with dread” – The Hidden Costs of Convenience: Choosing Between Control and SaaS in Game Dev. #gamedev #saas

@tomwor@tomwor.com

“The Legend of Zelda” was inspired by Shigeru Miyamoto’s childhood adventures exploring caves near his home in Kyoto. So many video game devs seem to be inspired by childhood experiences.…

@tomwor@tomwor.com

I added a public property “debugLog” to all of my ScriptableObject events, to see when listeners are registered and the event is fired. Great for insights. #unity #gamedev

@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

I finished the GameOver UI – it now show the leaderboard instantly. Learned a lot about Unitys UI system and Layout Groups, it’s not that bad once you figure out…

@tomwor@tomwor.com

There is a slight pixel scale issue at 1280×800 (Steam Deck resolution) because I need to scale it by 0.75 – probably nobody will ever notice, but it burns a…

@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

So I decided to rip out my PowerUp system in favor of a more flexible solution (yes, ScriptableObjects) and now I got this icky feeling of my game being in…

@tomwor@tomwor.com

Hadouken! 🔥 Street Fighter II revolutionized gaming with combo attacks, but they were actually a programming glitch that became a core feature. Accidental genius! #StreetFighter #RetroGaming