Erik E. Johnson
erikejohnson.bsky.social
Erik E. Johnson
@erikejohnson.bsky.social
Working on Command Deck. Available now in early access!

https://store.steampowered.com/app/3084740/Command_Deck/
@CommandDeck.bsky.social
It occurs to me that I've never run a build around Continuator. Thinking about it a bit, it seems that we should add a Continuator+ upgrade on it.
October 28, 2025 at 8:15 AM
1st one is my attempt to channel a bit of amber CRT nostalgia, but mixing in whiter shades instead of going full monochrome amber. Thanks for the feedback!
September 27, 2025 at 9:47 PM
For early access we had to pick a default, so we went with the bottom left option. But having them unlock and letting players pick is what we'd like to do.

I'm not sure if we'll get to letting players create their own palettes. Could be interesting.
September 27, 2025 at 9:29 PM
Not quite, but we're old enough to have fond memories of dos gaming.
September 27, 2025 at 9:25 PM
Thanks for making this Alden!

"If we look at the 100 most popular releases that came out in 2024, 28% of those titles were either going into or coming out of Early Access." Super interesting, would love to hear more detail here. (success rates while in EA, success rates post EA, etc.)
September 11, 2025 at 7:46 PM
You're thinking of Gateway! And yes, Boris Vallejo's cover art for Pohl's novel is a big inspiration for the style in Command Deck.
August 15, 2025 at 5:10 PM
Finally:
If you ever see even a single error in your Editor Console that looks like `rigidbody.force assign attempt for 'Object' is not valid. Input force is { Infinity, Infinity, Infinity }.` for the love of god listen to it

6/6
August 14, 2025 at 5:43 PM
Takeaways:
- Bad floating point values in a Transform or RigidBody can lead to hard crashes in Unity
- Unity prevents these values from being assigned when running in Editor, but not in builds
- Always watch out for divide by zero edge cases
5/6
August 14, 2025 at 5:43 PM
This lead to our game hard crashing to the desktop with an 'Overflow in memory allocator' message in the logs.

Did you know that Unity prevents assigning Inf and NaN to RigidBodies and Transforms in *Editor* but doesn't catch the bad values in builds?
4/6
August 14, 2025 at 5:43 PM
If an Update call happened to land at exactly the same time as our intercept time (a 32-bit float) then we would divide by zero and assign an Inf acceleration to a RigidBody. And then other objects would reference the ship's position and end up with Inf in their transforms.
3/6
August 14, 2025 at 5:43 PM
We're really happy with how the ramming maneuver is working in Command Deck. But this bug caused us huge headaches because it was very rare and would occur in builds but not in Editor.
2/6
August 14, 2025 at 5:43 PM