Activity Stream

@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

After all these years using #Unity I just learned about the cost of null comparison against Unity objects, duh. #gamedev github.com/JetBrains/resh…

@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

@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

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 second pass is the standard Unity AO covering larger faces (left). I'll have to see…

@tomwor@tomwor.com

"From bullet hell to cozy arcade shooter" - A long form write-up of my thought process on a gamedesign change for Super Space Arcade. #gamedesign #gamedev tomwor.com/from-bullet-he…

@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…