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.
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.
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.
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
[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 ...
[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 ...