9 articles

Title card for Supplementary Notes on 'A Released Bad Game Is More Valuable Than an Unreleased Masterpiece'

Supplementary Notes on 'A Released Bad Game Is More Valuable Than an Unreleased Masterpiece'

After I posted 'How I Learned to Finish Games After It Took Me Six Years to Release My First One,' I received a lot of feedback. The line 'A released bad game is more valuable than an unreleased masterpiece' started taking on a life of its own, so this article adds context.

Published 2020/06/26 mackysoft.net

Article image for How I Learned to Finish Games After It Took Me Six Years to Release My First One

How I Learned to Finish Games After It Took Me Six Years to Release My First One

Hi, I'm Makihiro (@makihiro_dev). Game development is hard, isn't it? As people say, 1,000 want to make games, 100 actually start, 10 keep going, and only 1 finishes. Drawing from my own experience, I explain how to finish a game.

Published 2020/06/23 mackysoft.net

Title card for Joining UOZU GAME BOOT CAMP 2020 [Tsukuru UOZU]

Joining UOZU GAME BOOT CAMP 2020 [Tsukuru UOZU]

UOZU GAME BOOT CAMP is a game creator training program run as part of the Tsukuru UOZU project, where professional creators mentor aspiring game developers. I decided to join again after taking part in the previous boot camp.

Published 2020/06/21 mackysoft.net

Title card for Spawning Random Enemies in a Roguelike [C#]

Spawning Random Enemies in a Roguelike [C#]

The 'improved level generation algorithm' update for Treasure Rogue is now complete, so this article walks through the implementation in detail with code.

Published 2020/06/18 mackysoft.net

Article image for Why Is Slay the Spire So Fun? [From a Roguelike Developer's Perspective]

Why Is Slay the Spire So Fun? [From a Roguelike Developer's Perspective]

Slay the Spire is a roguelike deck-building card game. I also make roguelike games myself, so in this article I look at Slay the Spire from the perspective of a roguelike developer.

Published 2020/06/15 mackysoft.net

Title card for How to Implement a Turn-Based Game Loop [C#]

How to Implement a Turn-Based Game Loop [C#]

This article introduces the code used to implement a turn-based game loop. Treasure Rogue, the turn-based roguelike I made, basically runs on the code shown here. I leave out anything that is not strictly necessary so the code is easier to read.

Published 2020/06/14 mackysoft.net

Article image for [PlayFab] Registering and Updating DisplayName [Unity]

[PlayFab] Registering and Updating DisplayName [Unity]

This article covers how to register and update a player's display name in PlayFab. Since players need to be logged in first, please see the login article if you need that context.

Published 2020/06/08 mackysoft.net

Title card for Implementing Weighted Random Selection in C#

Implementing Weighted Random Selection in C#

Sometimes you want random selection where each item has a different chance of being chosen based on its weight, such as gacha or item drop rates. This article shows one way to implement WeightedRandom in C#.

Published 2020/06/05 mackysoft.net

Article image for Explaining a Roguelike Map Generation Algorithm

Explaining a Roguelike Map Generation Algorithm

I made a roguelike game called Treasure Rogue, so I will explain the map generation algorithm I implemented for it. Treasure Rogue generates tall, vertically oriented maps, but the basic implementation should also work for Mystery Dungeon-style map generation.

Published 2020/06/02 mackysoft.net