1,516 karma · joined August 8, 2010
If I'm doing regular "were are other objects relative to an object" I much prefer an ordered-spatially data structure like a quadtree, but doing a quick hash of the position and sticking it in a key based store works fine too. Again, that's one of those data structures that is expensive to build and cheap to query, so only building it once every x frames is probably a good idea. But again, not sure what your API is giving to you and how low level you get to work.
The go-to deep dive on how DOTS/Burst works is pretty much everything Jackson Dunstan has ever written on the matter [2] but specifically the article that digs into how IL2CPP calls Burst is interesting.[3]
[1] - https://docs.unity3d.com/Packages/com.unity.entities@0.17/ma...
If you're rather talking about temporary obstacles like other nav agents that need to be avoided, there are a number of approaches to agent avoidance that work nicely on a subset of a navgraph.
But I can't see myself escaping from Photoshop anytime in the next couple of years. I have a lot of special export scripts in 'Adobescript' (yuck) that carve up my high res art assets, slice them this way and that, crop, hide/display different groups and export in particular ways. Nothing unusual, it's just a lot of grunt work, but I have it set up so that clicking a button in Photoshop will just Do It All and have it work. It'll take some time to set that all up again in a Photoshop alternative.
The nasty payments stuff detailed in the twitter thread is just the usual Adobe nastiness, some product manager somewhere is trying to juice the numbers.
My own billing experience with Adobe recently was needing to change my account's country from UK to Canada, as I've moved, and the VAT number and sales tax stuff is of course all different. The poor support person I spoke to couldn't fix it for me, they had to have a backend engineer manually change alter a field in a database somewhere - it all sounds like a terrible mess.
Both the email and the YouTube channel are for my video games business, so I'm okay paying for the privilege of my domain with my email, but I'm unsure that I want to trust Google with that. The whole way they have announced cancelling this GSuite deal, which they originally promised they would never do (it was "for life"), makes me think that all the more. But my YouTube account is pretty important to my business and I don't want to lose that.
Marketing for The Cat Machine wasn't too bad, I had an okay ground game with getting coverage from gaming websites and someone posts it on Reddit and for 2015 that was good-enough marketing for the time, more than enough to Greenlight the game. The voice actor is Scott Gilmour (@scottgilmour7 on Twitter) and I found him after listening to about 100 voice samples on all the different VO websites. He's fantastic! I don't share my sales numbers publicly, but Steam is about 70% of The Cat Machine sales, and about 25% is from the Apple Mac Store - where the game actually hasn't been published for about a year now, I need to get on that and reupload it. And games is right now my full time job, so no IP clauses needed negotiating, and my old employer back in 2015 was very chill about letting me work on my own stuff.
Hope that helps!
But I'm mostly using C# and Unity these days. There's too much useful stuff build into Unity to ignore it, and C# is very pleasant so I didn't find it particularly hard to make the jump - there's just a very definite 'Way' Unity wants you to do everything and so most of the time it's just a case of working out what that Way is.
Having been out of the web app development bubble for about seven years now, there's whole industries that work entirely in the pay-for-it-and-then-download model, and while games-as-a-service is more popular now than ever before there's still plenty of the old-school way of doing things going on.
I really like the simplicity. You can buy the thing, maybe from Steam or maybe from a DRM-free store like Humble, download it, play it. You can get a refund if you don't like it, or buy another copy and gift it to a friend if you do.
[0] - https://store.steampowered.com/app/386900/The_Cat_Machine/
[1] - https://store.steampowered.com/app/654960/The_Eldritch_Zooke...
My go-to fine-liners, as someone who sketches/inks, are the Sakura Pigma Micron pens. They used to be much harder to find but nowadays I see them all over, in most art supply shops, they're pretty popular.
But my first breakout indie game[0] was directly inspired by my Introduction To Computation course I took in my first year of CompSci at the University of Sussex. The lecturer (who was fantastic, though I forget his name 10 years on) walked us through Finite State Automata, and part of the course homework was, with pen and paper, designing finite state automata that would 'consume' strings of tokens. All pretty abstract, but drawing these circles for the state nodes and directional lines to consume the tokens, all terminating at the right end state... was really fun! They were good, solid, old-fashioned puzzles, just as much as Sodoku or something like that.
I made a mental note that it might make a good video game, and four/five years later I published The Cat Machine on Steam. All it is is those same finite-state automata puzzles, wrapped in a very cat-heavy abstraction. Different coloured cats are the different tokens, the 'islands' are the states, and as the player you draw train tracks between them all to consume x number of cat-train sequences. At the end the cats all sing a congratulatory meow song.
I'm pretty sure everyone just thinks its a whimsical, coloruful puzzle game but I've tricked thousands of people into doing a large chunk of 'Intro To Computer Science' homework without ever realising it!
I think there's plenty of room in CompSci for a dozen more puzzle games that quite directly lift the outline of puzzles out of a textbook and into a more accessible computer game space. I know I've for sure got a few more ideas - one day I'll sit down and make The Cat Machine 2 and incorporate them into a consumer friendly product.
[0] - https://store.steampowered.com/app/386900/The_Cat_Machine/
I'd never describe that as me 'playing' those games, I'd describe that is 'downtime'.
> The Super FX was so much more powerful than the SNES's standard processor that the development team joked that the SNES was just a box to hold the chip.
Really interesting to read about, but there was a whole selection of other chips that various SNES games took advantage of: [1]
[0] https://en.wikipedia.org/wiki/Star_Fox_(1993_video_game)
[1] https://en.wikipedia.org/wiki/List_of_Super_NES_enhancement_...
If I want to seriously talk about Steam's discovery algorithm or get some feedback, that can't really just be anyone. And if I want to talk about the game publicly its to get customers, not to show to other game developers.
Not everyone would think the same, and that's okay!
But, it's harder to imagine how Steam wishlist counts lead to totally distorted accounts. Unless someone is botting your Steam store page and the wishlisters don't exist, they're all still potential customers, and 5,000 wishlisters means something and 50,000 wishlisters means something.
There's lots of conversation about 'quality' of Steam wishlisters between developers. For example, Steam Fest is an event that Steam runs every now and then with game demos and there's very prominent 'wishlist this game' buttons. It's generally accepted that these wishlisters are 'worth less' than if they come from YouTube or PCGamer or even other sources upon Steam. So if 90% of your wishlist count comes through Steam Fests, yeah, you probably do have a distorted metric to work with. But no, I haven't experienced this myself.
I know publishers like Playway do exactly what you describe with all of their <insert niche job here> Simulator series of games, but it's not my thing. I use my wishlist counts to check I'm on the right track, to keep encouraged when development feels like a grind, to help justify putting a certain amount of $$ towards its development. If I was really struggling to get wishlists I would seriously consider changing the game's presentation substantially, or changing to work to something else, but I've not yet been in that situation. But in that case it would be a pretty decent signal that something about how the game looks isn't chiming with potential customers.
There are other useful metrics too, how many YouTube views did the announcement trailer get? Did it get posted to reddit and do okay there? How many people have joined the Discord? And so on and on, so it's not all one thing.
Given the not-perfect-but-pretty-good correlation between number-of-wishlists to number-of-first-year-sales it's a helpful number to help budget/forecast my business.
It's not a metric with 100% certainty, but if you tell me you have 1000 wishlisters, or 10,000, or 100,000 I can tell you roughly the range of sales that gets you.