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This is the last of four articles in the Failure Recovery series on Start to Finish. My own recent failure to launch a board game in 2018 , Highways & Byways , is what inspired this detour from the originally planned articles. I think that a frank discussion of failure – what it looks like, the consequences, and moving forward – is really important for new creators to learn.
Take this Unity Performance Checklist for Unity that I've been writing over the years and use it in your current and future projects to avoid bottlenecks.
Hey, more Steampunk! I’ve got a story in the fourth “Mormon Steampunk” anthology, A Mighty Fortress , which releases on February 18th and is available for pre-order now. We’ve got some short video trailers for some of the stories. This one is for my story, “The Tunnel.” The Tunnel is loosely inspired by a legend circulating around Britain and parts of Europe from the late 1800s (but surviving until at least the middle of the 20th century) about the “Morm
Does your Godot-made game or tool (published or work in progress) fill you with joy? Would you like to proudly showcase it in the upcoming 2020 showreel? Please send us a short video of it! Requirements: Video: Length between 10 and 15 seconds. Feel free to send a bit more for the editor to pick if you wish, although it will most likely be cut to a shorter length.
To make sure you don’t miss all the following prediction posts, please do subscribe to Deconstructor of Fun’s powerful newsletter. You can find the previous predictions here. Unless otherwise specified, all the data has been provided by the wonderful services of App Annie. Please take the numbers with a giant grain of salt. They are meant more for trend analysis based on estimations, rather than an exercise in accuracy.
Camera code is really hard. Don't let anyone tell you otherwise. Writing camera code that is technically correct is easy. Writing camera code that feels right is really hard. You will spend the entire duration of your project tweaking your camera code to make it feel right. You will never be happy with it.
Just under two years ago, I wrote about how we run fire drills (incident management role play scenarios) in the Core tribe. The post covered the mechanics of planning and running the drills, but also talked a bit about the tools that we were using. Since then, a lot has changed in how our fire drills work, and this post will cover the “what” and “why” of those changes.
With great excitement, today we want to officially announce the great honor of having been awarded an Epic MegaGrant! This is a huge honor for us and greatly helps to keep on improving Godot development at an even greater pace. We want to personally thank Tim Sweeney for the encouragement and support, and for sharing the belief that open source software makes the world a better place.
With great excitement, today we want to officially announce the great honor of having been awarded an Epic MegaGrant! This is a huge honor for us and greatly helps to keep on improving Godot development at an even greater pace. We want to personally thank Tim Sweeney for the encouragement and support, and for sharing the belief that open source software makes the world a better place.
This analysis is written by Abhimanyu Kumar with special contributions from UX Reviewer ’s Om Tandon and Brett Nowak , CEO of Liquid & Grit. Also supported by insights from Lloyd Melnick. To make sure you don’t miss all the following prediction posts, please do subscribe to the Deconstructor of Fun newsletter. Unless otherwise specified, all the data has been provided by the wonderful services of App Annie.
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