I'm curious if it would interest some #gamedev#indiedev to see a devlog that shows the entire Hyper Casual game development process (even if the game was not successful) - coming up with the idea, development iteration, etc.
@eric81766 I think the other angle is that ECS games that are running complex phyiscs simulations wouldn't work without ECS, while being significantly more interesting and marketable. You can see that on mobile right now. So I wouldnt dismiss ECS as a prof. indie....
game devs: let's say you have a lot (100+) things of the same type (say magic spells in an RPG). What would you prefer:
1. a class for each, extending a base Spell class
2. a Spell class with a SpellType enum and the Cast() function has a big-ass switch w. case for each spell
Who are the most active publishers in the games subscription space?
Who is employing a unique multi-channel strategy?
Are the sceptics coming round?
What is the future for d2c services?
Free webinar on publisher strategies
Thurs June 24, 4pm BST
Register: https://t.co/RR4MGpPJal
If there is one Unity asset pack that saved me the most time, it has to be @_moremountains topdown shooter pack. I use it in EVERY project - it has tons of examples and utility scripts that i can't do without. Highly recommend!
@joakim_a Working with a publisher has been a great time-saver for me in this regard, as someone developing HC games part-time - that said, I'm still missing out some valuable knowledge by relying on someone else for UA of course, so this is a great insight!
https://t.co/fUORW5ltOv Had a chat with @mechatodzilla on how he published his first game, among many other things! Very pleasant, inspirational chat, hope it motivates some folks out there. #gamedev#indiedev