Activity Stream

@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

You can use ScriptableObjects as an event system. Define event assets (GameEvent) and listeners (GameEventListener) to decouple systems. This modular approach keeps dependencies low and scales beautifully. #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

Little known fact: In Super Mario Bros., the clouds and bushes are actually the same sprite—just colored differently. Saving memory, one pixel at a time. 🌥️🌳 #RetroGaming #MarioFacts

@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

Through a happy accident I enabled a two-layered Ambient Occlusion effect that really makes the game geometry pop. First is AmplifyOcclusion which deals with the small crevices (right) and the…

@tomwor@tomwor.com

Some time into the development of my game I unwittingly started naming things of certain sizes “double-” and “triple-” something. I’m now at “quintuple” and fast approaching “sextuple” and maybe…

@tomwor@tomwor.com

I think looking at bullet hell games as inspiration for my game was the wrong approach. It came naturally due to the apparent proximity of the genre, but I don’t…

@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…

@tomwor@tomwor.com

I’ll be at Talk & Play on September 18 showcasing “Super Space Aracde”. Come say hi if you’re around. @BerlinGamez 🎮 store.steampowered.com/app/1442050/

@tomwor@tomwor.com

In this interview, Pieter Levels @levelsio makes a good point on all these AI startups being dependent on a middleman, the AI providers, making it hard to build a truly autonomous AI startup and always being vulnerable to rugpulls. youtube.com/watch?v=9Wjec3… #ai #startup…

@tomwor@tomwor.com

So @gamescom is over and after I took the rest of the school holidays to recharge, I thought to write just a quick thread about the experience. #gamescom2024 #indiedev 🧵