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Gamasutra: Mike Marrone s Blog - Game Dev Digest Issue #92 - Delving Into The Arcane

Game Dev Digest Issue #92 - Delving Into The Arcane by Mike Marrone on 04/30/21 11:27:00 am   The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.   This article was originally published on GameDevDigest.com Tips aplenty this week. Plus topics on HUDs and UIs, how to improve your code, performance, visuals, and much more. Enjoy! The Uninomicon - Do you spend hours (or days) debugging arcane Unity bugs? Announcing… The Uninomicon. An encyclopedia of the dark technical corners of Unity.

But How Do I Actually Start? Making Games on Your Own as an Engineer

February 21, 2021 In the Unity for Software Engineers series, I give an accelerated introduction to game development in Unity. Subscribers have been following this series over the past few months, often suggesting areas to cover or elaborate on. A few months ago, a reader also a software engineer reached out to me (lightly edited, emphasis mine): The biggest unknown for me is: How do I start? What does the process of creating a game look like? Should I build the scenes first? Should I design the gameplay mechanics first? With business software, it’s much more familiar. It’s easy to think, “Well, okay, I need to write the DAO or controller, etc.”

Gamasutra: Pietro Polsinelli s Blog - Writing Slapstick And Narrative As One

Writing Slapstick And Narrative As One by Pietro Polsinelli on 02/23/21 11:35:00 am   The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.   (Or from Wilt to a composable story engine.) I had this narrative design problem: how could I define my game s “slapstick” scenes that mix movements, actions, barks and dialogues without hard-coding behaviour in something linked but not organic to the narrative content? In the past, I have used dialogues and configurations (in Unity, Scriptable Objects) in order to somehow keep the narrative and plot separate from code (so not hard-coded LOL) but for a “slapstick” game I need a more dynamic and integrated solution.

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