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August 21, 2019
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Kyle Kukshtel's Blog

 

Kyle Kukshtel is in independent game developer working on an character-based wargame inspired by Advance Wars and Civilization. By day, he works on creating tools to enable easy capture and processing of volumetric video.

 

Member Blogs

Posted by Kyle Kukshtel on Fri, 09 Aug 2019 11:44:00 EDT in Programming, Indie
In this post I review the current methods for closed alpha distribution and talk about why I think Discord is a great, underutilized option. I then spend time walking through the distribution process itself as a guide for anyone interested.


Posted by Kyle Kukshtel on Mon, 20 Aug 2018 09:27:00 EDT in Programming, Indie
Unity's inability to fully separate game data from code is an issue that all developers eventually run into. After juggling ScriptableObjects for a few years, I've found a better way by porting CastleDB, a structured static JSON database, to Unity.


Posted by Kyle Kukshtel on Thu, 17 Aug 2017 12:00:00 EDT in Business/Marketing, Programming, Production, Console/PC, Indie, VR
If you're just getting started with trying to implement Steam into your Unity game, it can be hard to know where to look. Here's a guide to easily get up and running with Steamworks in your Unity/C# game using the Facepunch.Steamworks library.



Kyle Kukshtel's Comments

Comment In: [Blog - 08/20/2018 - 09:27]

Thanks for the question I ...

Thanks for the question I knew Haxe was able to output C and knew about HUGS https://github.com/proletariatgames/HUGS , but I didn 't think directly about trying to leverage the compiler itself because I didn 't want to add another dependency to the integration. I wanted someone to just download CastleDB ...

Comment In: [Blog - 08/17/2017 - 12:00]

I feel like I read ...

I feel like I read somewhere that they were pursuing some sort of native support, but until then it 's nice working with something that 's open. r n r nBut thank you : For microtransactions and inventory use, check out the Facepunch.Steamworks test project. I haven 't personally used ...