Gamedev News

  • Devlog: The Great Refactor – Taming Scriptable Objects for a Robust Save System
    Refactoring the save system in Into The Deep revealed a common mistake: using ScriptableObjects for mutable data. Here’s how I rebuilt it for stability, flexibility, and multiple save slots—plus a peek at the editor tools that made testing fun again.
  • C# / Unity Tip: Embedding quotes within a string
    We all know how it goes. As soon as we are adding a bit of juice to our strings, it get’s messy. As I was building a modal for my UI System and writing down some placeholder texts, my OCD began to tingle. I dont know why, but the standard “escape with backslash” approach is … Read more
  • C# / Unity Tip: Get the index from end of an array or list
    So, I was in the midst of developing my game when I wanted to retrieve the penultimate (I looked it up, it exists) member of my pathfinding array to determine if the point before the ULTIMATE target is reachable. So, naturally, I used the old self-referencing line to get the work done and created a … Read more