Steve Verm
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svkj.bsky.social
Steve Verm
@svkj.bsky.social
Game dev / programmer. Author of Zenject for Unity. Currently working on HELL DRILL. Wishlist Now: https://store.steampowered.com/app/3317570/Hell_Drill/
I try to integrate #unity assets but often hit walls that require I roll my own. Meaning that if I either had a bit more "not invented here syndrome" (and made my own originally) or less (and just settled with the asset) I'd get a lot more done. But instead I'm in that maximum time sweet spot
December 15, 2025 at 1:47 PM
Crazy that it wasn't until Rust/Swift that most of us (including myself) realized how fundamental discriminated unions with exhaustive pattern matching should be in #programming, despite the idea being around so long. Now I reach for it all the time but often it's not there in most languages
December 14, 2025 at 3:07 AM
An underappreciated feature of gamedev with ECS frameworks is how easy it is to make testbeds. You can use the same entities as the game (with same default values) then just enable specific systems. Though ofc this requires that all systems aren't automatically enabled (looking at you unity ecs)
December 10, 2025 at 6:29 AM
Just once I'd like to install a unity c# library that has a single self contained api instead of a mess of prefabs, monobehaviour references, or its own hidden hooks into unity callbacks
#unity #gamedev
October 26, 2025 at 6:24 AM
I hate visual coding in unity shadergraph, but somehow it still seems like the lesser evil compared to direct HLSL. Maybe somebody should create a text based DSL for shadergraph that transpiles to its json form and save us all from this headache
#unity #gamedev #shadergraph
April 22, 2025 at 4:28 PM
Did some more testing today of the online co-op mining mechanics
#gamedev #indiegame #horror
April 17, 2025 at 2:40 PM
It's illogical to take a 'walking break' when on an airport conveyor belt if you wouldn't otherwise take walking breaks. It would be like moving from one end of a windowless train to the other, and only taking a walking break if somebody informs you that the train is moving.
April 11, 2025 at 5:19 AM
Joe Rogan really needs to rewatch the first spiderman movie and pay special attention to what happens to certain uncles with three character names when people with power don't act responsibly
April 6, 2025 at 3:08 AM
We got a bit too greedy with our mining this time and angered the locals 😬
#indiegame #horrorgame #gamedev #indiedev #horror
March 26, 2025 at 12:46 PM
Trying to combine mining with online coop horror. More work here on the co-op digging mechanic.
#indiegame #horrorgame #gamedev #indiedev
March 23, 2025 at 4:48 AM
My current biggest anthropomorphization of #AI is that I always feel a very strong need to tell the AI the solution I've discovered to a problem that we've been working on together, instead of just ending the chat
#claude #chatgpt #llm
March 3, 2025 at 8:29 AM
Using #unity #ECS in #charp, and ending up with many component structs with just a single Value member, makes me think there should be language level support for this kind of programming. Like swapping between structure-of-arrays and array-of-structs on the same object representation somehow
February 18, 2025 at 3:13 PM
The ability to refactor safely is an under-appreciated programming skill. There should be more university courses dedicated exclusively to how to methodically refactor without breaking things. Would be the most useful course ever in the real world.
#programming #softwaredevelopment #coding
February 16, 2025 at 5:17 AM
Really wish more #unity libraries were provided as just plain C# APIs instead of collections of MonoBehaviours. It's never clear otherwise what hooks they've added to unity and at what time. Settings could be serializable POD types or scriptable objects.
February 10, 2025 at 8:44 AM
Programming pattern I like but which I rarely see used:
Hard code GUIDs directly to uniquely identify code

eg (C#):
Log.InfoThrottled(335048921, "this is only output once / second", maxInterval: 1f);

You can also generate an ID based on content, or cache ID as a member, but this is often easier
January 31, 2025 at 7:01 AM
Running the game this morning after some late night coding. Seems I may have introduced some bugs
#gamedev #indiedev
January 29, 2025 at 6:59 AM
Reposted by Steve Verm
Today seems like a good day to introduce the #indiegame I'm working on. Check out the first lap of my game:

4ButtonBuggy*

A challenging off-road racing game where you control each wheel individually. For the ultimate in control, you need a buggy where All Wheels Drive!

#indiedev #racinggame #4BB
4ButtonBuggy* - All Wheels Drive! - The First Lap
YouTube video by Sonnec_RV
youtu.be
January 20, 2025 at 6:16 PM
Announcing my debut indie game: HELL DRILL!

Explore deep underground caves with friends in online co-op, mine precious resources, and try not to wake any of the many lurking horrors.

Wishlist Now: store.steampowered.com/app/3317570/...
#indiegame #horror
January 17, 2025 at 1:31 AM
Hard learned lesson I've needed to remind myself of a lot lately:

During early stage of the game, always separate out art prototyping from gameplay prototyping
January 13, 2025 at 3:25 AM
Reposted by Steve Verm
happy 20th anniversary to one of my favorite games ever, Resident Evil 4!!!
🐟🐟🐟🔫🐟🐟🐟🐟 🐟
January 11, 2025 at 9:43 PM
Prototyping a flare item. Still need to make these caves creepier somehow.
#ScreenshotSaturday #horrorgame #indiegame #gamedev
January 12, 2025 at 1:12 AM
Some raw gameplay from the coop horror game I'm working on
#indiegame #gamedev #indiedev #solodev #horrorgame
January 10, 2025 at 9:11 AM
I spent over a decade working in the games industry, but never released a game of my own. That changes this year. Steam page launching next week!
#indiegame #gamedev #indiedev #solodev
January 9, 2025 at 5:54 AM
I like how Claude AI will instantly delete all comments from any code that I provide it, but then adds the absolute most pointless comments back in its own code like this:

_smoothedFinalIKPos = _FinalIKPos; // Set smoothed position to final IK position

#AI #Anthropic #Claude
December 4, 2024 at 1:05 PM
Can't go caving with friends without volumetric lighting and head tracking IK #gamedev #indiegame
December 2, 2024 at 9:34 AM