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The biggest dev mistake I’ve made in the past of not adding a variety of enemies per level. I used the same enemy to increase their attack abilities per level like Tetris or Dr Mario in a 3d arcade fps. But was hurting the game play experience.
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1My biggest dev mistake is attempting making narrative based game during game jam. I am not fan of that type of games so it failed.
The best time that I know when a game is ready to ship based on the game's performance. Fewer bugs at times can be overlook if it doesn't disrupt the performance. But glitches is another problem when many onscreen enemies causes it.
I declare my games ready to ship based on these requirements:

Happy Valentine day!!!
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.















