This is the first post in a series about hints for working with Unity. Those are just smaller things I come across and find interesting or helpful to know. Since I don’t have time to write an entire blog post about every of those topics or the hint is only so small that it doesn’t deserve its own entry, I’ll collect them for this series. In each post I’ll provide a few. Here are the first of them.
New possibilities have been added to follow this blog and the development of Double Double One. Next to the existing RSS feed, you can now get notified by emails, tweets and toots. All the available possibilities to follow have been added at the top right of the website.
The work on my game has been slowly going along, but so far I haven’t talked about it at all. And if I want to publish updates about the development of my game, I first will have to tell you where I’m at. This posts is about the state of the game development. From the title you can also get the current name of the game: Double Double One. I’ll also provide an explanation for this name.
There are many game engines and libraries out there. I had a look at several of them but in the end decided to go with Unity. Here is a short explanation as to why I chose Unity.
In every project without a doubt dependency management is an important part. You don’t build everything from scratch but instead depend on the work others have done. But you usually want to depend on work that is being maintained and thus want to receive updates. But not all updates will work so you want to restrict which updates you want to receive. In the world of DotNet the de facto standard for dependency management and distribution is NuGet. In this article we take a look at the program Paket for managing our NuGet dependencies.