Kristian Brimble
cheeseontoastgames.com
Kristian Brimble
@cheeseontoastgames.com
Pinned
Biggest problem with being a solo game dev in their spare time is not being able to dedicate enough to the game. The SECOND biggest problem is my 7 year old constantly pitching me new game ideas that all essentially are different takes on Tamagotchis 😂 #gamedev #indiedev #indiegamedev #tamagotchi
Considering doing a YouTube series where I build a 2D turn based RPG in Unity but don’t do tutorial level stuff. Lots of the other ones I’ve seen do things like make everything public and have terrible architecture because it’s simpler to understand. I don’t know if there’s an audience for this tho
May 14, 2025 at 3:28 PM
Biggest problem with being a solo game dev in their spare time is not being able to dedicate enough to the game. The SECOND biggest problem is my 7 year old constantly pitching me new game ideas that all essentially are different takes on Tamagotchis 😂 #gamedev #indiedev #indiegamedev #tamagotchi
May 12, 2025 at 5:38 PM
Got an 11 hour flight tomorrow so I’m planning on working on my game for… 11 hours 😃 #gamedev #indiegamedev #unity
April 21, 2025 at 5:43 PM
@sunsfan.gg heading to Phoenix from the UK for the first time tomorrow. Any recommendations for good food places? Nothing too fancy if possible!
April 21, 2025 at 5:42 PM
Vibe coding has worke well for me when building a JRPG. Lots of prior art for the AI to lean on and it has allowed me to learn as I go. If your a complete beginner dev I’d probably advise against it but as someone with dev experience but not in games, I know what to keep. #gamedev #indiedev #solodev
April 5, 2025 at 5:47 PM
Tried Cursor for Unity dev and to me it’s not a great experience to be honest. I’ve always preferred a full IDE to VS Code anyway so I’m back to using Rider with my project sync’d to Claude. The separation between the code window and AI prompt is good for me I think #unity #indiegamedev #gamedev #ai
April 4, 2025 at 8:10 AM
OMG just as I’m getting rid of Linq, I discover ZLinq via youtu.be/gX5nD2LeAvQ?...
Thank you to the git-amend YT channel for this! As someone who is used to leaning on Linq with the other code that they write, this is a game changer! #unity #gamedev #indiegamedev
March 30, 2025 at 10:12 PM
Going through a big refactoring because I didn’t realise that Linq is such a big no-no in Unity until I used the Project Auditor. Might as well bin all the lists for arrays while I’m there too…
#unity #gamedev #indiegamedev
March 29, 2025 at 6:19 PM
Been struggling with motivation recently. I need to add content to my game and up until now I’ve basically been building systems. Knowing that the content is what makes an RPG enjoyable has me worried about mistakes. Maybe I just need to go with vibes and then refine? #gamedev #indiegamedev #unity
March 14, 2025 at 9:26 AM
Anyone else bounce around their project when they’re feeling productive and want to use that energy? A bit of work on the battle system, a bit on the battle UI, a bit on the main menu & a bit on quests all in the same evening. It’s something I’d never do in my day job #indiedev #unity #gamedev
March 11, 2025 at 6:51 PM
How do people sequence an action with the visual results? I’m building a 2D turn based RPG & don’t want to advance the turn until the attack has finished. Do you sync it all with events? i.e. the visuals send an event once their complete to let the battle continue? #gamedev #unity #indiegamedev
March 8, 2025 at 7:39 PM
In today’s instalment of “fun with the UI” is trying to make cancellation of menus go back to the correct state on the previous menu. It’s not hard, it’s just tedious work… #gamedev #indiegamedev #unity
March 6, 2025 at 5:21 PM
You’d think scroll view would scroll on selection of a child element to have that child element visible but nope, gotta write a fairly complicated script for that. Some times I find wiring UI stuff like this up to be tedious #unity #gamedev #indiegamedev
March 4, 2025 at 10:35 PM
Switched to UniTask for handling async code like events. It’s so much nicer than the callback system that I had in place. Being able to await all subscribers to an event before carrying on makes the code so much easier to read. #unity #gamedev #indiegamedev
March 2, 2025 at 10:14 AM
Writing enemy AI even for a turn based RPG blows up in complexity quickly. Attacks, spells and items but then evaluating each of the options within that and against each other makes for some gnarly code. It’s fun trying to add new capabilities in a generic way though! #gamedev #unity #indiegamedev
February 20, 2025 at 7:08 PM
Anyone else start with complicated damage calculations using dice rolls etc and then just go back to good ol’ stats based? Things I thought would make my game “unique” seem to just bog it down in details that the player likely doesn’t care about… #gamedev #unity #indiegamedev
February 20, 2025 at 12:27 AM
The component architecture of Unity is good but I still end up having to expose everything through a “main” component to avoid doing GetComponent calls everywhere. There must be a better pattern for this… #gamedev #unity
February 19, 2025 at 7:16 PM
Reposted by Kristian Brimble
aaaand now it all makes sense
February 4, 2025 at 6:40 PM
Ed Balls
February 3, 2025 at 12:36 PM