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Game Dev Digest — Issue #329 - Game Design, Tools, AI, Programming and more

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Issue #329 - Game Design, Tools, AI, Programming and more



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Videos



- I've put together (36 videos compilation) a 6-hour course on Unity DOTS/ECS, which I hope will be useful to someone and help You learn something valuable!

- Unity 2D game development in Unity 6 starts here with 2D Adventure Game Robot Repair, a beginner friendly Unity Learn course that teaches you how to create your own 2D adventure game step by step.

- S&Box launched today on Steam and it's a very interesting project. It is similar to UEFN and Roblox in that it enables people to go in and create, play and share game experiences acting as a superpowered spiritual successor to Gary's Mod. It's also like Unity, Unreal and Godot game engines, in that it is a fully functional game engine built on top of Valve's Source 2 engine and it enables you to actually publish games, for free... but to Steam only! So is it a killer new game engine, or a shiny new toy? Um... yes?

- Indie Game Clinic explores the role of theory in game design by mapping the field as a conceptual landscape.

- In this video, we explore ObservableCollections and how it can simplify working with dynamic data in Unity. We start with a beginner-friendly quest log example to understand how change events work, then move into a more advanced inventory system using synchronized views, filtering, and UI generation. Along the way, we integrate UniTask for async workflows and ZLinq for efficient querying, showing how to build systems that stay in sync automatically without a lot of manual boilerplate.

- Sometimes when we play a game, it feels like the game expects us to just get it.

- As usual, this is not designed to be entertaining it's more of a talk or a lecture. I'm info-dumping everything I know. Hope it helps someone.

- Alien: Rogue Incursion is the first VR title based on the beloved sci-fi franchise, and developers Survios had to figure out a whole bunch of interesting technical challenges in order to make it work. We dig into the encounter design systems, but more importantly how the xenomorphs are designed to be able to pathfind across the walls and ceilings in order to hunt you down.

- nocaps explored the design of checkpoints in games like Celeste, Love Eternal and others - and how checkpointing can both help and hinder the player.

- This episode with Chris Zukowski of How To Market A Game dives deep into the reality of indie game development, breaking down what it actually takes to succeed on Steam in today’s so-called “golden age” of small, fast-to-make games.



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Spotlight



- Derek the guinea pig is lost out in the world. He must find his way home to his friend Brownie, avoiding pitfalls, cats and other enemies along the way while gathering pieces of wheat for food. A casual platformer guinea pig game!



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My game, Call Of Dookie.



This post includes affiliate links; I may receive compensation if you purchase products or services from the different links provided in this article.

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