Few days to the release... took me over 10 years to get to this point. Life can get in the way sometimes :D
Would love to get some wishlistings <3
https://t.co/AHD2KhYYr5
@IRCSS As a unity employee until this morning, I assure you we fought like hell against this, brought up all the points everyone has, were told answers were coming, and then the announcement went out without warning. Those of us who care are out -- more resignations coming end of week.
Too good to be true but it is: after one year of after-work development the new room is finally released:
https://t.co/aAksCAFPNR
I hope you are all having fun finding your way out, alone or together with your friends!
#IndieGameDev#madewithunity#coop#multiplayer
@brightflask Oh, complex topic :D It really depends on what it is I am naming. If something is a base layer of something for example, I name it with 0. If an object represents a player, I start from 1 because in the game they are called player 1 and 2 as well etc. No hard rules though :)
The Wreck has been out for a month, so I (Florent) wrote a (looooooong) post about how things went and how I felt about it. It's called "Why the hell do we even bother making indie games", & it's weirdly personal, but also not as depressing as it sounds!
https://t.co/qa9CNq5477
@brightflask You have a point for not overengineering! But no game just works, there will always be bugs and if players have to wait weeks for the bugs to be fixed because the code is a mess and fixes will introduce new bugs... it is bad for them AND for the dev.
@LouBagelCombo5 Nice visuals :) I would suggest playing around with ease in/out of the zoom so there are no abrupt transitions (don't know if your tool supports that)
@sitterheim 3d print them, send some to influencers and everyone will want to buy them. Especially if you don't give any explanation what that thing is or does :D