#rabanaz — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #rabanaz, aggregated by home.social.
-
How do people use guide objects in a Unity prefab for an effect but ensure the object is stripped from the build?
For example, I have chip effects for Rabanaz I'm working on, screenshot shown. I have a chip for reference. I don't want this as part of the bundled prefab. It really has to be gone, since otherwise it'll mess with the bundling.
-
How do people use guide objects in a Unity prefab for an effect but ensure the object is stripped from the build?
For example, I have chip effects for Rabanaz I'm working on, screenshot shown. I have a chip for reference. I don't want this as part of the bundled prefab. It really has to be gone, since otherwise it'll mess with the bundling.
-
How do people use guide objects in a Unity prefab for an effect but ensure the object is stripped from the build?
For example, I have chip effects for Rabanaz I'm working on, screenshot shown. I have a chip for reference. I don't want this as part of the bundled prefab. It really has to be gone, since otherwise it'll mess with the bundling.
-
How do people use guide objects in a Unity prefab for an effect but ensure the object is stripped from the build?
For example, I have chip effects for Rabanaz I'm working on, screenshot shown. I have a chip for reference. I don't want this as part of the bundled prefab. It really has to be gone, since otherwise it'll mess with the bundling.
-
It feels like a distant memory now, but Rabanaz started as a linear progression game. I'm reminded of this, since for a new game mechanic I need to know how many rounds the player has played. And though it was part of the key game mechanic at one point, that information is actually no longer in the game state!
I'm going to have to re-introduce it. It won't be player visible though, just an internal book-keeping. With modifiers, if you reach 10 rounds, the modifier will get a name so you understand it for future runs.
-
It feels like a distant memory now, but Rabanaz started as a linear progression game. I'm reminded of this, since for a new game mechanic I need to know how many rounds the player has played. And though it was part of the key game mechanic at one point, that information is actually no longer in the game state!
I'm going to have to re-introduce it. It won't be player visible though, just an internal book-keeping. With modifiers, if you reach 10 rounds, the modifier will get a name so you understand it for future runs.
-
It feels like a distant memory now, but Rabanaz started as a linear progression game. I'm reminded of this, since for a new game mechanic I need to know how many rounds the player has played. And though it was part of the key game mechanic at one point, that information is actually no longer in the game state!
I'm going to have to re-introduce it. It won't be player visible though, just an internal book-keeping. With modifiers, if you reach 10 rounds, the modifier will get a name so you understand it for future runs.
-
It feels like a distant memory now, but Rabanaz started as a linear progression game. I'm reminded of this, since for a new game mechanic I need to know how many rounds the player has played. And though it was part of the key game mechanic at one point, that information is actually no longer in the game state!
I'm going to have to re-introduce it. It won't be player visible though, just an internal book-keeping. With modifiers, if you reach 10 rounds, the modifier will get a name so you understand it for future runs.
-
Does one generally ignore the presence of internet knowledge about a game when designing secrets?
I have some part "model numbers" that a player won't know initially, but I want them to be the same for all players. That means a player can lookup a model to understand what it is, even if they don't know yet.
Pictured: Rough early mockup...
-
Does one generally ignore the presence of internet knowledge about a game when designing secrets?
I have some part "model numbers" that a player won't know initially, but I want them to be the same for all players. That means a player can lookup a model to understand what it is, even if they don't know yet.
Pictured: Rough early mockup...
-
Does one generally ignore the presence of internet knowledge about a game when designing secrets?
I have some part "model numbers" that a player won't know initially, but I want them to be the same for all players. That means a player can lookup a model to understand what it is, even if they don't know yet.
Pictured: Rough early mockup...
-
Does one generally ignore the presence of internet knowledge about a game when designing secrets?
I have some part "model numbers" that a player won't know initially, but I want them to be the same for all players. That means a player can lookup a model to understand what it is, even if they don't know yet.
Pictured: Rough early mockup...
-
After wrangling with the stats for a while, I've got part of the meta-progression integrated into the game.
-
After wrangling with the stats for a while, I've got part of the meta-progression integrated into the game.
-
After wrangling with the stats for a while, I've got part of the meta-progression integrated into the game.
-
After wrangling with the stats for a while, I've got part of the meta-progression integrated into the game.
-
If you missed it, Rabanaz is part of the Steam Deckbuilder fest. It's a demo that showcases the basic mechanics of the game. The full release is coming in the fall.
-
If you missed it, Rabanaz is part of the Steam Deckbuilder fest. It's a demo that showcases the basic mechanics of the game. The full release is coming in the fall.
-
If you missed it, Rabanaz is part of the Steam Deckbuilder fest. It's a demo that showcases the basic mechanics of the game. The full release is coming in the fall.
-
If you missed it, Rabanaz is part of the Steam Deckbuilder fest. It's a demo that showcases the basic mechanics of the game. The full release is coming in the fall.
-
Getting the stats tracking in my game is one of the trickiest things to do as it is the most invisible aspect of the game. I have to track all sorts of numbers, then match them to progression events. Yet some are per-round, per-game, and some are quite difficult to get.
Time for another debug feature. I think I'll make something that captures a stats delta and prints it to the console. Then I can at least check that certain actions produce the desired stats.
-
Getting the stats tracking in my game is one of the trickiest things to do as it is the most invisible aspect of the game. I have to track all sorts of numbers, then match them to progression events. Yet some are per-round, per-game, and some are quite difficult to get.
Time for another debug feature. I think I'll make something that captures a stats delta and prints it to the console. Then I can at least check that certain actions produce the desired stats.
-
Getting the stats tracking in my game is one of the trickiest things to do as it is the most invisible aspect of the game. I have to track all sorts of numbers, then match them to progression events. Yet some are per-round, per-game, and some are quite difficult to get.
Time for another debug feature. I think I'll make something that captures a stats delta and prints it to the console. Then I can at least check that certain actions produce the desired stats.
-
Getting the stats tracking in my game is one of the trickiest things to do as it is the most invisible aspect of the game. I have to track all sorts of numbers, then match them to progression events. Yet some are per-round, per-game, and some are quite difficult to get.
Time for another debug feature. I think I'll make something that captures a stats delta and prints it to the console. Then I can at least check that certain actions produce the desired stats.
-
The Rabanaz Demo is part of Steam's Deckbuilder Fest, starting on Monday!
Get a glimpse at the base game mechanics. We're still about half a year from full release, but the full game offers so much more!
-
The Rabanaz Demo is part of Steam's Deckbuilder Fest, starting on Monday!
Get a glimpse at the base game mechanics. We're still about half a year from full release, but the full game offers so much more!
-
The Rabanaz Demo is part of Steam's Deckbuilder Fest, starting on Monday!
Get a glimpse at the base game mechanics. We're still about half a year from full release, but the full game offers so much more!
-
The Rabanaz Demo is part of Steam's Deckbuilder Fest, starting on Monday!
Get a glimpse at the base game mechanics. We're still about half a year from full release, but the full game offers so much more!
-
I find the difference in build patch sizes between the platforms interesting. I wonder why they are so different.
-
I find the difference in build patch sizes between the platforms interesting. I wonder why they are so different.
-
I find the difference in build patch sizes between the platforms interesting. I wonder why they are so different.
-
I find the difference in build patch sizes between the platforms interesting. I wonder why they are so different.
-
The Rabanaz Demo is live!
I've sectioned off a playable piece of the game. You can get one or two runs out of it, maybe 30-40 minutes of play.
https://store.steampowered.com/app/3380650/Rabanaz/
Release is scheduled for this fall. I have tons more material, but I'm shaping the meta-game now.
-
The Rabanaz Demo is live!
I've sectioned off a playable piece of the game. You can get one or two runs out of it, maybe 30-40 minutes of play.
https://store.steampowered.com/app/3380650/Rabanaz/
Release is scheduled for this fall. I have tons more material, but I'm shaping the meta-game now.
-
The Rabanaz Demo is live!
I've sectioned off a playable piece of the game. You can get one or two runs out of it, maybe 30-40 minutes of play.
https://store.steampowered.com/app/3380650/Rabanaz/
Release is scheduled for this fall. I have tons more material, but I'm shaping the meta-game now.
-
The Rabanaz Demo is live!
I've sectioned off a playable piece of the game. You can get one or two runs out of it, maybe 30-40 minutes of play.
https://store.steampowered.com/app/3380650/Rabanaz/
Release is scheduled for this fall. I have tons more material, but I'm shaping the meta-game now.
-
Today is build automation day. I'll see how many of the steps involved in compiling and getting builds into steam can be automated. The steam part seems simple, but the Unity cloud dev part I'm not sure about -- might be a manual step.
-
Today is build automation day. I'll see how many of the steps involved in compiling and getting builds into steam can be automated. The steam part seems simple, but the Unity cloud dev part I'm not sure about -- might be a manual step.
-
Today is build automation day. I'll see how many of the steps involved in compiling and getting builds into steam can be automated. The steam part seems simple, but the Unity cloud dev part I'm not sure about -- might be a manual step.
-
Today is build automation day. I'll see how many of the steps involved in compiling and getting builds into steam can be automated. The steam part seems simple, but the Unity cloud dev part I'm not sure about -- might be a manual step.
-
My game somehow uses both "Name" and "Title" to mean the same thing, but on different game objects and assets. I've normalized the language files now, but still come code remains (harder to change).
-
My game somehow uses both "Name" and "Title" to mean the same thing, but on different game objects and assets. I've normalized the language files now, but still come code remains (harder to change).
-
My game somehow uses both "Name" and "Title" to mean the same thing, but on different game objects and assets. I've normalized the language files now, but still come code remains (harder to change).
-
My game somehow uses both "Name" and "Title" to mean the same thing, but on different game objects and assets. I've normalized the language files now, but still come code remains (harder to change).
-
Animated the round start screen for Rabanaz. A lot of the details are hard to notice at this speed, but I don't want it taking too long so it doesn't interrupt flow.
-
Animated the round start screen for Rabanaz. A lot of the details are hard to notice at this speed, but I don't want it taking too long so it doesn't interrupt flow.
-
Animated the round start screen for Rabanaz. A lot of the details are hard to notice at this speed, but I don't want it taking too long so it doesn't interrupt flow.
-
Animated the round start screen for Rabanaz. A lot of the details are hard to notice at this speed, but I don't want it taking too long so it doesn't interrupt flow.
-
Animated the round start screen for Rabanaz. A lot of the details are hard to notice at this speed, but I don't want it taking too long so it doesn't interrupt flow.
-
Look, a new button showed up in the middle. I wonder what that could be...?
-
Look, a new button showed up in the middle. I wonder what that could be...?
-
Look, a new button showed up in the middle. I wonder what that could be...?
-
Look, a new button showed up in the middle. I wonder what that could be...?
-
How I used AnimationMode in Unity to tell the editor that I'm editing values and have them revert when the preview mode stops.
https://mortoray.com/modify-game-object-values-with-unity-animation-mode/
-
How I used AnimationMode in Unity to tell the editor that I'm editing values and have them revert when the preview mode stops.
https://mortoray.com/modify-game-object-values-with-unity-animation-mode/
-
How I used AnimationMode in Unity to tell the editor that I'm editing values and have them revert when the preview mode stops.
https://mortoray.com/modify-game-object-values-with-unity-animation-mode/
-
How I used AnimationMode in Unity to tell the editor that I'm editing values and have them revert when the preview mode stops.
https://mortoray.com/modify-game-object-values-with-unity-animation-mode/
-
How I used AnimationMode in Unity to tell the editor that I'm editing values and have them revert when the preview mode stops.
https://mortoray.com/modify-game-object-values-with-unity-animation-mode/
-
I got the low-level stats tracking needed to build the progression system. The progression is where certain tubes and features will only be unlocked after certain gates, which requires stats to track.
I wanted to get the saving right, also safe, as losing progression would be a real pain. I think I still need to explicitly track unlocks, in case we tweak values during testing -- we don't want to retract an unlocked item.
Image is for the saved player data, including the stats.
-
I got the low-level stats tracking needed to build the progression system. The progression is where certain tubes and features will only be unlocked after certain gates, which requires stats to track.
I wanted to get the saving right, also safe, as losing progression would be a real pain. I think I still need to explicitly track unlocks, in case we tweak values during testing -- we don't want to retract an unlocked item.
Image is for the saved player data, including the stats.