All Posts in GameDev

Share your creations!
I declare my games ready to ship based on these requirements:
The feature that took way more work than I expected was optimize the memories based on the number of asteroid assets when rendering in the unity. I created 10 different asteroid asset with attack abilities but had to cut down the assets to work.

Krago's dual arm feature took more time and effort to work on. I thought I could just copy some files and edit some lines but turns out there were more scripts which need to be adjusted as well.

Getting really close to the release of Monkey Midnight! It's going to be a bittersweet experience with multiple endings.
The tool that I am using for Unity is Cinemachine. It create multi-camera shot for a 3d skybox to a space shooter. It create the illusion of the background to change size based on the player's movement. I am using URP that enhanced the visual.
1
1
1Aside of good ol copy n paste and search function, the only thing saves my time the most are my game templates and my other games.
I usually use either one of those to start my new game and copy scripts from others if needed.

I already have idea and plot for the game that i wanted to make and recently started doing it! And also this will be good practice
I usually plan my game in my head. I contemplate on mechanics first then on how to implement the basics.










