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In March of 2019, Paladins of the West Kingdom by Garphill Games raised nearly a million New Zealand dollars (around $600,000 USD) on Kickstarter. Ever since then, Paladins of the West Kingdom has been on the Board Game Geek Hotness list nearly every time I’ve checked. For this reason, we are going to dig into what makes this game so successful.
You've optimized all of the low-hanging fruits of your game. Except that you didn't. You missed a sneaky, non-so-obvious spot: optimizing your Unity Scene Hierarchy.
It's been over 6 months since Godot 3.1.1-stable, so the upcoming 3.1.2 release is both long overdue and accordingly packed with important bug fixes and enhancements. We intended to have 3.1.x releases more regularly (every other month or so), but our release manager for the stable branches, Hein-Pieter, has been quite busy the past few months and thus less available for Godot contributions.
This is the second blog post describing enhancements for visual shaders and shader scripts landed in Godot 3.2. You can read the first part here. Since the previous update, I've (Chaosus) spent much time and effort adding a lot of new things to enhance the overall experience developing shaders. Shader changes. First, let's have a look at shader scripts.
There's been some interesting progress going on with C# over the last few months since the first progress report as part of my work sponsored by Microsoft. In this progress report I'll briefly introduce the most important improvements and additions that were made, which are support for exporting C# games to WebAssembly, an IDE extension for Visual Studio for Mac and MonoDevelop, and preliminary support for AOT compilation.
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