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#rabanaz — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #rabanaz, aggregated by home.social.

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  1. 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.

    #unity #gamedev #rabanaz

  2. 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.

    #unity #gamedev #rabanaz

  3. 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.

    #unity #gamedev #rabanaz

  4. 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.

    #unity #gamedev #rabanaz

  5. 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.

    #rabanaz #gamedev #indiegame

  6. 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.

    #rabanaz #gamedev #indiegame

  7. 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.

    #rabanaz #gamedev #indiegame

  8. 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.

    #rabanaz #gamedev #indiegame

  9. 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...

    #rabanaz #indiegame #gamedev

  10. 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...

    #rabanaz #indiegame #gamedev

  11. 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...

    #rabanaz #indiegame #gamedev

  12. 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...

    #rabanaz #indiegame #gamedev

  13. After wrangling with the stats for a while, I've got part of the meta-progression integrated into the game.

    #rabanaz #indiegame #gamedev #roguelike

  14. After wrangling with the stats for a while, I've got part of the meta-progression integrated into the game.

    #rabanaz #indiegame #gamedev #roguelike

  15. After wrangling with the stats for a while, I've got part of the meta-progression integrated into the game.

    #rabanaz #indiegame #gamedev #roguelike

  16. After wrangling with the stats for a while, I've got part of the meta-progression integrated into the game.

    #rabanaz #indiegame #gamedev #roguelike

  17. 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.

    store.steampowered.com/app/338

    #rabanaz #steam #indiegame

  18. 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.

    store.steampowered.com/app/338

    #rabanaz #steam #indiegame

  19. 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.

    store.steampowered.com/app/338

    #rabanaz #steam #indiegame

  20. 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.

    store.steampowered.com/app/338

    #rabanaz #steam #indiegame

  21. 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.

    #rabanaz #gamedev #indiegame

  22. 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.

    #rabanaz #gamedev #indiegame

  23. 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.

    #rabanaz #gamedev #indiegame

  24. 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.

    #rabanaz #gamedev #indiegame

  25. 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!

    #steam #rabanaz #indiegame #roguelike

  26. 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!

    #steam #rabanaz #indiegame #roguelike

  27. 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!

    #steam #rabanaz #indiegame #roguelike

  28. 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!

    #steam #rabanaz #indiegame #roguelike

  29. I find the difference in build patch sizes between the platforms interesting. I wonder why they are so different.

    #unity #gamedev #rabanaz

  30. I find the difference in build patch sizes between the platforms interesting. I wonder why they are so different.

    #unity #gamedev #rabanaz

  31. I find the difference in build patch sizes between the platforms interesting. I wonder why they are so different.

    #unity #gamedev #rabanaz

  32. I find the difference in build patch sizes between the platforms interesting. I wonder why they are so different.

    #unity #gamedev #rabanaz

  33. 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.

    store.steampowered.com/app/338

    Release is scheduled for this fall. I have tons more material, but I'm shaping the meta-game now.

    #rabanaz #indiegame #roguelike #deckbuilder

  34. 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.

    store.steampowered.com/app/338

    Release is scheduled for this fall. I have tons more material, but I'm shaping the meta-game now.

    #rabanaz #indiegame #roguelike #deckbuilder

  35. 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.

    store.steampowered.com/app/338

    Release is scheduled for this fall. I have tons more material, but I'm shaping the meta-game now.

    #rabanaz #indiegame #roguelike #deckbuilder

  36. 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.

    store.steampowered.com/app/338

    Release is scheduled for this fall. I have tons more material, but I'm shaping the meta-game now.

    #rabanaz #indiegame #roguelike #deckbuilder

  37. 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.

    #rabanaz #gamedev #indiedev #steam #unity

  38. 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.

    #rabanaz #gamedev #indiedev #steam #unity

  39. 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.

    #rabanaz #gamedev #indiedev #steam #unity

  40. 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.

    #rabanaz #gamedev #indiedev #steam #unity

  41. 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).

    #rabanaz #indiedev #game

  42. 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).

    #rabanaz #indiedev #game

  43. 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).

    #rabanaz #indiedev #game

  44. 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).

    #rabanaz #indiedev #game

  45. 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.

    #gamedev #rabanaz #indiedev

  46. 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.

    #gamedev #rabanaz #indiedev

  47. 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.

    #gamedev #rabanaz #indiedev

  48. 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.

    #gamedev #rabanaz #indiedev

  49. 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.

    #gamedev #rabanaz #indiedev

  50. Look, a new button showed up in the middle. I wonder what that could be...?

    #rabanaz #gamedev #indiegame

  51. Look, a new button showed up in the middle. I wonder what that could be...?

    #rabanaz #gamedev #indiegame

  52. Look, a new button showed up in the middle. I wonder what that could be...?

    #rabanaz #gamedev #indiegame

  53. Look, a new button showed up in the middle. I wonder what that could be...?

    #rabanaz #gamedev #indiegame

  54. 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.

    #rabanaz #gamedev #indiegame

  55. 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.

    #rabanaz #gamedev #indiegame