Last time I wrote about how I implemented the strategy pattern into my state machine to allow for customized behavior that was easy to change and maintain.
(You can ready more about that by clicking here if you want).
Well, since then I have added more and more desired behavior into my Game Design Do…
I am making a Game Design Document, I promise!
But I wonder if my eagerness to start writing some code is a contributing factor to making the code more dynamic and reusable.
I'm no expert, but I feel it is.
You see, I already knew I wanted to have a State Machine, and I am mak…
We started as a group of volunteers who wanted to make a game. Well, life happens, people had to leave the project, and for me - I ended up spending a long time in the hospital, spent 1.5 years recovering and now I'm finally back on track with my life, my job, and my movies, music, etc.
So what abo…If you're a seasoned programmer, you might know this already, but it's also likely that you ignore it for the same reason.
I am a huge fan of writing clear, readable code, so in stead of a pure devblog, I wanted to spend some time on what I think should be adopted by every programmer - readabi…
When creating a game, you want to create a universe. Something the player can immerse themselves into, and become a part of.
So you want the player to feel something.
The art style you choose is a great way to elicit certain emotions in the player.
Quirky, eerie and disturbingEven though we want Rust…
I have been looking at Data Driven Development with Unity, but so far I haven’t been able to understand how everything works in that aspect with the jobs, burst compiler etc. Maybe I will later, but for now I want to focus on what I know so that we can build this game and get it done.
What I did lik…