
4 ways to add depth to a game
One of the most important things of a mobile game is to make it understandable. So it’s very important for the players to understand the game rules in a few seconds so that they can imagine themselves playing it. On…
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One of the most important things of a mobile game is to make it understandable. So it’s very important for the players to understand the game rules in a few seconds so that they can imagine themselves playing it. On…
An arcade idle game can be thought of as an engine. Similar to an engine it has various parts and a resource flow between the parts. In my previous blog post on arcade idle, I explained that an arcade idle game…
There are many factors that come into play when juicing up your game or in other words polishing. Blindly adding particle effects and sounds don’t mean polishing. If not done correctly, that can even harm the experience of the game…
Arcade idle games are taking the hypercasual market by storm. It all started when Homa Games introduced a new genre ‘Arcade Idle’ where hypercasual meets hybrid casual. In late 2020, Farm Land and Craft Island were the first experimental games of this genre by Homa…
I conceived the idea for Slice Disc by analyzing market trends. First-person slicing games were gaining traction in the hyper-casual market. From my past projects, I knew slicing mechanics using a third-party asset could yield interesting numbers, especially in terms…
I am a mobile game developer. This role demands speed. Most of the code, most of the time is throwaway (although it does not have to be, a topic for another day). In most cases I see myself using a…
Dependency Injection is a very important concept in general, not just for games, but also for in general coding structure. When B is dependent on A for a component, then A is called a dependency of B. As a game…
One of the design patterns in programming in Open-Closed Principle. It is part of the standard SOLID principles and takes it place at the ‘O’. According to Wikipedia, In object-oriented programming, the open/closed principle states “software entities (classes, modules, functions, etc.) should be…
Unity asset store has a lot of assets. You can find assets for almost anything at this point. But you need to be really picky as some assets can cause errors directly or indirectly. Some can cause weird behaviors unlike…
EventSystem_Native Github: It contains a framework to use C# event system (not UnityEvents). C# event system is more optimized in most cases than Unity Event System. Unless you want to drag and drop references in Unity Editor as a listeners,…