Filter posts by category

Dev

Dev

After You

The post discusses the complexities encountered while redesigning how NPCs interact with doors in a game. It highlights issues with multiple systems claiming access to doors, leading to errors. The author emphasizes simplifying the process by eliminating redundant claims, ensuring a more robust design that relies on the engine’s built-in mechanisms while maintaining custom functionalities for specific cases.

Dev

Hit Your Mark

A few weeks back I wrote about how the town keeps turning when you’re not looking — the scheduling layer

Dev

Moving Like Clockwork

A cozy life-sim lives or dies on the feeling that the town keeps turning when you’re not looking. Walk into

Dev

Body Doubles

The last post was about the invisible part — the abstract simulation that keeps a town breathing even when the

Dev

Tech Stacked…

It’s been about a year since the last studio I worked for closed, and I decided not to update my

Scroll to Top