Dev Blog
Here you’ll find musings on our game development journey. Including the troubles and triumphs of our current work; some thoughts on structure, engine, assets, and lessons learned; and maybe the odd essay about designs in other games we feel are particularly interesting.
Updated weekly (in theory).
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Refactoring Gobland 3: How to Talk to Your Developer about Premature Optimization
We’ve all heard the phrase: “When all you have is a hammer every problem looks like a nail”. If you somehow hadn’t, you have now. It’s pretty true in most cases- at least for me. That’s why I’ve spent a good deal of time over the last two months trying to expand my toolbox and…
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Refactoring Gobland 2: A Clean Project with Unity 6
Hello there. It’s been a minute. This is part 2 of a however many part series – Refactoring Gobland. The first part is here if you care to read it. This week I opened up a brand new project in Unity 6. There’s something satisfying about having a clean slate. There are no mistakes (yet)…
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Still Chilling Out with More NextFest Demos
Hello everyone, I took another weekend off dev. My brain kept getting distracted by Satisfactory, which I took to mean that it wasn’t quite ready to dive back into the project. I want to start my refactoring but I’m going to wait another week until I’m better rested and my thoughts have had time to…
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Just Chilling Out and Playing NextFest Demos
In my last post (it wasn’t quite last week, but close enough) I talked about my plan to start refactoring Watch Out for Goblins! and that most of this blog would be focused on that for the next bit. That’s still the plan- but before I do that I realized I need to chill out…
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Refactoring Gobland
With “Watch Out for Goblins! The Demo!” mostly finished and set to drop in just over a week, it’s a good time to think about the next steps. WOFG! is a sizable Unity project at this point. Over 400 custom scripts, dozens of third-party assets, and integrations with many Unity tools, it’s starting to show…
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Unity Sucks but also, thanks Unity I love your Engine
A response to the cancellation of the runtime fee. Unity recently canceled its controversial runtime fee. This is good news for us, but maybe not as good of news as many people think. I figure now is a good time to talk about my feelings towards Unity as a company and as a tool. To…
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