Arbor Interactivities 01/11/2021
An update on Austin Yarger and Arbor Interactive's many projects.
(11 January 2021)
Game Architecture for Diverse Clients and Budgets
Scalable, efficient, and re-usable technology can make your studio more accessible to diverse clientele with budgets big and small.
(28 November 2020)
Game Mechanic Implementation : Abilities
Implementing a hotkey ability system into a Unity Tower Defense / RTS game.
(21 November 2020)
Resolving a Difficulty Progression Derp
How to Balance Difficulty Progression in a Unity Tower Defense Game.
(09 November 2020)
Juicing Human-Computer Interaction and UX (Unity juice techniques)
Unity Line Renderer techniques for visibility visualization and improved UX game feel.
(02 November 2020)
Improving the Story (Unity Story Analysis)
Improving a story via Moral Dilemma, Chekhov's Gun, and Saving the Cat
(25 October 2020)
Unity Gameplay Tooling Upgrades and Backend Database Standardization
A few smart upgrades to gameplay tooling and testing, and some backend database standardization to make future work easier.
(20 October 2020)
Gameplay Getaway : Isolated Testbeds and Boids Routing
Gameplay Testbeds and Boids Separation for Unit Routing Improvement
(15 October 2020)
Only (always) a Day Away : Experiments with Web Game Traffic
(12 October 2020)
Account-Flow, Landing Page, Progression, Leaderboards, (BTD Weekly Update 10/04/2020)
Account-Flow, Unity WebGL Landing Page, Progression, Leaderboards, etc
(04 October 2020)
BTD Weekly Update 09/27/2020 (unity webgl loading optimizations)
(27 September 2020)
BTD Weekly Update 09/22/2020
Loading Screen, Under-the-hood Entity System, and Progression
(20 September 2020)
Auto-Generating Lua Bindings for Unity C# (MoonSharp)
How to programmatically and automatically generate Visual Studio Code Lua Bindings for Unity C# Projects using MoonSharp
(18 September 2020)