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I can‘t believe I‘m finally able to say this: My first 3D game is DONE. Ready to play. Phew. I am equally happy and relieved I actually finished this. It was a fun – and tough! – process. Will release sometime this week on
@itchio#gamedev#indiedevpic.twitter.com/jKnypgPCkq
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#PressReset by@jasonschreier is such a good read. Highly recommend for aspiring#indiedev s. The parts that talk about indie studios feel like rewatching Indie Game: The Movie.Thanks. Twitter will use this info to make your timeline better. UndoUndo -
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Me: Well tonight I‘m gonna take a break from
#EldenRing
and just watch a show or something.
Also me, 2 minutes later: On Twitter reading other people’s ER posts, wanting nothing but to get back into the game …Thanks. Twitter will use this info to make your timeline better. UndoUndo -
Approaching 10 hours in
#EldenRing
with still no boss fought; think I will keep it that way for quite a while …Thanks. Twitter will use this info to make your timeline better. UndoUndo -
Really looking forward to playing the new FAR game, I loved the first one. Just have to convince myself to not play Elden Ring for a bit

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Markus Koepke Retweeted
Hello everyone! I am competing with
#Podvarak for funding & the comp has just started. A vote comes from the audience and I'd like to ask you to vote for me here: https://docs.google.com/forms/d/e/1FAIpQLSdraROvqcSCE6GJyG3q8LkbNRfhyBXY07QUOk_eWKHkMEZDJQ/viewform …. Getting the funding will mean a lot to me as I can add more quality and speed to the projectpic.twitter.com/y3YoUZLgXY
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I really don’t know if I just keep using it wrong, but Github VC with Unity is just a pain to me. I feel like it actively wants me to not be able to revert a commit. It just keeps breaking stuff. Thankfully I can rely on TrueNas snapshot rollbacks to save me …
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Ah well, I guess I should actually just do that on the manager script as well. Have all the inputs run through that one place.
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It becomes weird when I need to do stuff like read a context value from an Input event in Update() like movement input — which I feel like makes more sense to do inside the actual script using it, in this case the player controller. So I’m referencing the manager script here too
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That way I can have, say, the “Climb” event call stuff on the Player Controller script as well as the camera script, all from that one place. I obviously need to create references to those scripts on the manager script, which is fine, but: …
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I created an “Input Manager” script that sits in an empty in my Hierarchy and creates an instance of the Input asset. In it I do all my event subscriptions and call/set stuff on individual scripts …
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I’m still trying to find the best approach for implementing the system though. Using c# events feels most convenient to me, but creating a reference to the Input asset on each script I need input handling on feels … weird? Currently I’m doing this:
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That being said, I fixed a weird bug that had been bugging me all weekend last night before going to bed … and I sure slept a lot better.
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