Klem!
klemgrakata.bsky.social
Klem!
@klemgrakata.bsky.social
I see the spine of the world
Sparkle and shine, light the inside
I see the spine of the world
I know it's mine, twisted and tied
July 12, 2025 at 4:51 PM
Hey! Thanks for this!

I'm 39 years old, diagnosed too late with ADHD, probably autistic and have the usual package: depression and GAD.

Trying to become a professional game programmer without much success.

clement-landais.vercel.app
Clément Landais - Unity C# Programmer
Clément Landais - Unity Developer
clement-landais.vercel.app
February 4, 2025 at 9:37 AM
5/x

With all those items, when runnong the game, it created a "database" of items. Then, it was pretty easy to implement a "developer cheat mode" where we could spawn any item for testing.

Damn, sorry, I'm to verbose for tweets :D I hope my answers helped you even a bit.
February 3, 2025 at 3:55 PM
4/x

SO are not meant to store game state nor save data. Their data is reset each time you launch the game when built.

The most heavy use of SO I had was to create items and recipes in a crafting game. I created some UI for the designer, he created them and they were saved in a resource folder.
February 3, 2025 at 3:52 PM
3/x

S stands for "systems". That's where the actual. behavior goes. You query some components and apply the logic.
February 3, 2025 at 3:47 PM
2/x
ECS: that can feel like a whole new world when you come from heavy OOP.

E stands for "entitys". An entity is no more than an ID at best.

C stands for "components". They should only hold data. Example: a "speed component" should have only a float value.

...
February 3, 2025 at 3:46 PM
You're obviously not a dumb idiot ;)
1/x
DI : "dependency injection". Your classes receives other objects they depends on without worrying about where and how to get them. Example: you have a bunch of prefabs that requires access to some SO via serialize field. DI could inject it at runtime.
February 3, 2025 at 3:43 PM
Until... Maybe until you start mixing all those together?

I've started to experiment with DI and ECS. We'll see how it turns out.
February 3, 2025 at 11:43 AM
That's "step one" in my experience.

Later, you realize that all those SO are cumbersome to "inject". You discover Dependency Injection find ways to have nicely decoupled systems... Then, you start to see some limitations. At some point, you try ECS and realize that may be the ultimate way until...
February 3, 2025 at 11:41 AM
Tell Me Why
January 28, 2025 at 12:18 AM
And so, some would argue it is not really a game.

Happily, if this kind of gatekeeping had any impact on indies and studios that defined some new genre, we'd still be playing Pac-Man variants.
January 27, 2025 at 12:58 PM
Firewatch is very good, though it had not left a mark as deep as Edith Finch in my memory.
January 27, 2025 at 12:55 PM
1. 0
2. 1

The others are useless.
January 27, 2025 at 12:15 PM
I've been dreaming of a deep and complex MMORPG that does not penalize "older and busy" players.
January 27, 2025 at 12:13 PM
What Remains of Edith Finch.

Can't find any easier game.

OK, it is almost like an (semi) interactive experience, but ,it is an awesome exemple of "video games as engines of experience".
January 27, 2025 at 12:12 PM