Author: bilal

Visual Studio 2017 Keybindings – Best Keyboard Configuration For Unity® Programming

Visual Studio 2017 is currently the most robust IDE to use for programming with C# in Unity®, and is the most commonly used IDE in general game development. That said, it’s good to know how to set up the most efficient workflow for yourself when using it, as Visual Studio comes with some unintuitive functionality out-of-the-box. In this article, I’ll show you the most important features to use in Visual Studio 2017, and I’ll show you which keybindings I use to become the most efficient Unity® developer I can be.   Setting Keybindings Before I tell you all of...

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Procedural Meshes in Unity – Creating Enemy FOVs Part 1

Hello everyone, I’m currently working on a game in which a stealth mechanic based on enemy fields of view (FOVs) will be included. To implement a visualization of these FOVs, I’ve used procedural mesh geometry, or a fancy way of saying shapes created manually through lines of code, as well as some math. Since I never needed to manually generate meshes in Unity before, I had to search around for answers on how to do so, which took me longer than it should have. While it didn’t take long to find general answers on mesh generation and general answers...

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THE DOS AND DON’TS OF PUBLISHING ON STEAM | GETTING THROUGH GREENLIGHT – PART TWO

In the first part of this blog series, I told you about how how I published my game, Rebound, on Steam and what my experience was like getting through Steam Greenlight. This time around, I’ll share with you the things you should and shouldn’t do when you’re launching a Steam Greenlight campaign. Before we start, I want to mention that I made a lot of these mistakes, but I’m glad that I had the opportunity to learn everything I did wrong.   1. DON’T Wait Until Release To Market Your Game You’ve heard this one before, but it’s really critical...

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How I Published on Steam | Getting Through Greenlight – Part One

Getting greenlit for the first time can be a very daunting task. On many digital distribution platforms other than steam, approval has nothing to do with the users’ response to your game. When you’re getting your game greenlit, everything depends on whether enough people like your game or not. This can leave constant annoying thoughts going on in your head like: “Will people actually like something I made, let alone a game I made?” “I don’t really have what it takes to do this sort of thing.” “Maybe I’ll just release it elsewhere and see what happens.” These thoughts...

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dev_log_01.txt – HoneyMoney

Hello and welcome to the first developer log not only for this game, but also for the site as a whole. I’ll be writing a minimum of one of these a week to highlight everything I’ve done, and shine some light on how they’ve been done, as I value transparency on this site because I believe it can help people out there. Anyway, the game I’m currently working on is called HoneyMoney, and it’s about breeding bees and managing hives to produce a goal amount of honey during a level. I won’t talk too much about how I’ve set...

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