#gamedev

@tomwor@tomwor.com

Yesterday I've played around with a couple of different ideas for track generation in Super Space Arcade, but I realized what a big gamble it is to make these architectural changes to a released game. Perhaps better left for a sequel. Still enough other areas to polish. #gamedev…

@tomwor@tomwor.com

After my debut game "Super Space Arcade" took way to long to release, I've been thinking to do what most gamedevs recommend, to make small games, and fast(-ish). I'm planning for a seasonal release cycle. #gamedev 1/9

@tomwor@tomwor.com

So I have an object pool with a maximum of objects to keep available. If I request more objects from the pool then are available, I just instantiate them regularly and on return to the pool I destroy them. Is this a good pattern? #gamedev

@tomwor@tomwor.com

While reviews from strangers can be quite a gut punch, I guess they are also the most honest ones. I got my homework. #gamedev

@tomwor@tomwor.com

After years of work, I'm very proud to release my debut game "Super Space Arcade" to the public today. It's a short loveletter to simpler times, as I remember them. I hope it brings you joy. #gamedev #indiegamedev #madewithunity

@tomwor@tomwor.com

#Steam really beats my Library and Store assets to mush with it's compression. Have to fight back with Curves, High-Pass filter and Saturation increase. The exported images look like shit, but when mangled by the comp algorithm they look fine again. 🤷‍♂️ #gamedev

@tomwor@tomwor.com

Releasing my indie game a day before #Silksong would be absolute madness - so I'm releasing mine two days before. store.steampowered.com/app/1442050/Su… #gamedev #indiedev