Activity Stream

@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 this broken state. #gamedev

@tomwor@tomwor.com

Hadouken! šŸ”„ 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. šŸŒ„ļøšŸŒ³ #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. šŸš€ 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

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 "nonuple". #gamedev #indiedev

@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 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 even like bullet hells. To hectic. I like jumping, exploration and feeling...

@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 šŸŽ® 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…