A short love letter to simpler times, as I...
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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 it's easy for anyone to imagine the...
"Type dependency diagram" in #Jetbrains #Rider...
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…
I blogged again. 🫣 "Every step filled with...
Every step filled with dread
The Hidden Costs of Convenience: Choosing Between Control and SaaS in Game Dev Read more
"The Legend of Zelda" was inspired by Shigeru...
I added a public property "debugLog" to all of...
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.
