Here’s a look at an automation game I'm developing! My goal is to capture the complex automation vibe of classic tech mods like GregTech, IC2, and BuildCraft, but as its own standalone experience.
It's currently in early alpha, but you can try it out right now for free: https://t.co/10vsUhSJBC
Would love to hear your feedback!
#indiedev
Working on a chunk-based save system for my game using a binary format. I’m currently struggling with version compatibility - I keep adding string anchors to keep things from breaking.
Starting to wish I’d just gone with JSON + Gzip and called it a day. 🙃 #indiedev#gamedev
I hate that when I want to play older games, they're sold as mega DLC bundles with bullshit content DLCs that ruin the game's progression.
@GOGcom, just sell me the first stable version as I remember the game.
FactoIsle Alpha is HERE! 🏝️
Turn a wild island into your automated empire! Tame beavers to chop wood 🦫, build epic factories 🏭, and craft your escape plane! Deep automation, quest-driven tech progression. #indiegame
Download now for free: https://t.co/FQunzpPPER
Lua might feel ugly next to the C++ engine core, but to be fair, the iteration freedom it provides for gameplay is absolutely unmatched. Many might disagree, but imho, engine and gameplay programming are two entirely different beasts requiring entirely different approaches.
C# Linear Search in Arrays:
For collections with fewer than 25 elements, a simple linear search in an array is faster than a dictionary lookup. For example, at 5 elements, an array takes ~55 ns compared to a dictionary's ~202 ns. #gamedev#csharp
Think this might be the most intricate class I’ve ever coded for a game... Fellow game devs, what’s the most complex class you’ve tackled?
#gamedev#coding