Why Vibe-Driven Development Fails in the Generative AI Era: Quality Assurance Amid Implementation Inflation cover image

Why Vibe-Driven Development Fails in the Generative AI Era: Quality Assurance Amid Implementation Inflation

Vibe-driven development is crap. Almost hit a dead end with Vibe I was working on a high-difficulty R&D project with almost no domestic precedent. No answers w…

Published 2026/01/06 Zenn

Fixing Visual Studio Crashes and Errors Caused by CPU Issues cover image

Fixing Visual Studio Crashes and Errors Caused by CPU Issues

Introduction For a while, I had been troubled by Visual Studio errors. IntelliSense stops working at startup, color themes fail, freezing during use, crashes,…

Published 2024/09/24 Zenn

Navigathena: The Ultimate Scene Transition Framework for Unity and Its Design Philosophy cover image

Navigathena: The Ultimate Scene Transition Framework for Unity and Its Design Philosophy

Introduction In Unity, scene transition and management play a core role in development. Therefore, stepping into development without proper design increases th…

Published 2023/11/02 Zenn

Implementing GitHub Discussions for Team Development cover image

Implementing GitHub Discussions for Team Development

Introduction Have you ever had an experience like this during communication, such as chatting in team development? "The team's knowledge and topics aren't orga…

Published 2022/06/23 Zenn

Article image for [Unity] Implementing CullingGroup More Easily [Vision]

[Unity] Implementing CullingGroup More Easily [Vision]

What is the CullingGroup API? It is useful when you want to switch behavior based on whether an object is visible or how far it is from the player. For example, you can deactivate objects that are not on screen, skip distant character AI, or prevent enemies from spawning while a spawn point is visible to the camera.

Published 2021/03/16 mackysoft.net

Title card for [Tsukuru UOZU] Notes from Osho's Mentoring Session [BOOT CAMP 2020 Part 1]

[Tsukuru UOZU] Notes from Osho's Mentoring Session [BOOT CAMP 2020 Part 1]

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. In this article, I organize Osho's feedback on Treasure Rogue's game design.

Published 2020/07/04 mackysoft.net

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

Article image for [PlayFab] Getting a Player Profile [Unity]

[PlayFab] Getting a Player Profile [Unity]

This article uses PlayFab SDK 2.86.2005 18. The feature covered here requires the player to be logged in first, so if you want to learn about logging in, please see the article below.

Published 2020/05/30 mackysoft.net

Title card for How Contrast Makes Games Fun [Game Design]

How Contrast Makes Games Fun [Game Design]

I read an article about why games fail to become fun when context, conflict, and contrast are out of sync, and then applied that idea to the game I am actually making.

Published 2020/05/29 mackysoft.net

Article image for [PlayFab] What Is PlayFabAuthenticationContext? [Unity]

[PlayFab] What Is PlayFabAuthenticationContext? [Unity]

While using PlayFab, I started wondering what PlayFabAuthenticationContext actually was whenever I saw it attached to various request types, so I dug into it. From here on, I will simply call it AuthenticationContext.

Published 2020/05/27 mackysoft.net

Article image for [PlayFab] Implementing a Leaderboard [Unity]

[PlayFab] Implementing a Leaderboard [Unity]

This article covers PlayFab's leaderboard-related APIs. Since players need to be logged in first, please see the login article if you need that context.

Published 2020/05/26 mackysoft.net

Article image for [PlayFab] Generating IDs and Logging In [Unity]

[PlayFab] Generating IDs and Logging In [Unity]

This article uses PlayFab SDK 2.86.2005 18. PlayFab has many features, but the first thing you need to do before using any of them is log in. This article explains anonymous login and login methods that support account recovery.

Published 2020/05/25 mackysoft.net

Article image for [Unity] Implementing a Defense Buff with ModifierList [Modiferty]

[Unity] Implementing a Defense Buff with ModifierList [Modiferty]

Modiferty is a stat management library. If you are not familiar with it yet, the article below will help you understand the basics.

Published 2020/05/24 mackysoft.net

Article image for [Unity] Using Modiferty for Game Stat Management [Modiferty]

[Unity] Using Modiferty for Game Stat Management [Modiferty]

I built a library called Modiferty while making a game and published it on GitHub. It is broadly useful in games where characters and weapons have stats.

Published 2020/05/21 mackysoft.net