About:

Sharing what we have learned over the years, in the art of development. Click to read AltDevArts, a Substack publication with hundreds of subscribers.

Website:

Specializations:

Incoming Links:

Subscribe to RSS:
The author critiques the concept of continuous improvement within organizations, arguing that frequent reorganizations can lead to inefficiencies and disruptions. While acknowledging the necessity of iteration for survival, the au...
The post discusses the challenges and implications of using AI in game development, highlighting the need for AI to generate unique experiences rather than average games based on existing data. It critiques companies that prioriti...
The text discusses the value of shipping a product when it meets customer desires, even if it has some drawbacks. It emphasizes the importance of evaluating the value of features and ensuring that the product aligns with the compa...
The text discusses the importance of storytelling in video games and how it should be done from the perspective of the in-game author to create a more immersive and realistic experience for the player.
The post discusses the Eisenhower Matrix and its limitations in prioritizing tasks. It suggests a better way to sort tasks based on their importance, value, risk, and duration, using a simple bar chart. It emphasizes the need to c...
The text discusses collision detection in Unity project and how to reduce the problem to simple checks and organize data for handling collision and damage systems independently from enemy, hero, and bullet instances. It also highl...
The text discusses the process of automating code formatting using clang-format, bundling play area data, hooking up the hero, and adjusting bullet formats for hero and enemy instances.

0Tidbits part 1

2023-12-13

...
The text provides a detailed guide on how to extract hero bullet data from a Unity project into xlsx, including renaming the common format source_bullets, patching up references to enemy_bullets, and generating templates for 010 E...
The text discusses a quick patch to the export_bin script, creating schemas for enemy_instances, and fixing a bug in the next part. It also addresses the issue of binary export not doing standard C structure packing and introduces...
The text discusses the creation of a game economy, focusing on the relationships between items, gold, and player cash. It explains how to determine the average value of items, the merchant multiplier, and the cost of items at diff...
The text is part of a series on game design methodology and focuses on the process of building a game economy. It discusses the objectives and system assumptions needed to build an economy for a game, and the relationship between ...
The text discusses the importance of prioritizing work and the potential reasons why teams may spend time on good features instead of great ones. It also introduces a calculator to determine the value of a feature, maintenance, in...
The text discusses the process of pre-transforming spawn positions as relative positions to the enemy, using bullet data to find enemy instances that match the enemy type, and removing enemy type vs enemy variation type distinctio...