game5 devlog #2

I missed last week devlog, mostly because I did almost no progress but also because it was a bad week overall, personally and in terms of work, nothing too bad but you know that feeling when you barely made any progress, despite tons of work hours? So one of those weeks. But onto game5 progress. Importers I managed to finish some of the importers (spreadsheets -> ScriptableObjects + prefabs) that I was working on, right now I can just glance over values on a spreadsheet, tweak, and have it export all the Scriptable Objects, generating the prefabs with corresponding data and images and test them. I could have made the game parse the spreadsheet at boot time and create them, but I decided against it, I want to generate this process offline. One of the reasons is because I have more control over not replacing existing items GUIDs (to keep and existing links), and also I can tweak any individually generated files manually, if I need to. ...

October 15, 2023 · 4 min · 820 words · David Amador

game5 devlog #1

Nothing announced, not even a name decided, but I want to vaguely blog about it as a means of brainstorming with myself. I’ll be vague as heck until I’m sure I have something worth “here’s a new game”, if that ever turns out to be the case. So this week’s it’s progress on my “on-going not yet announced game because not ready and might be bad” game, which I decided to for now on call Game5 here, so it’s easier to know what we are talking about. ...

October 2, 2023 · 4 min · 685 words · David Amador

Unity enshittification round 2, moving on to custom tech.

After mostly a week of anxiety, for thousands and thousands of developers, Unity changed the rules again, and first glance, it’s better for the immediate problems it would cause for active and in-development games. They removed the retroactive aspect of the “pay-per-game-install”, so only for someone on Unity 2023 LTS+ (launching next year) will that apply, current projects will not be affected. Small relief, as long as we can keep using existing versions with current Terms of Service. This will be impossible on mobile and consoles in a short time frame due to SDKs, but for PC should be fine. ...

September 24, 2023 · 4 min · 684 words · David Amador