Procedural Loot Without Pain: seeded RNG, loot tables, and tests
Stop “random” loot bugs by using seeded RNG, explicit loot tables, and repeatable tests. Here’s a practical setup you can drop into an indie project.
From the studio
Practical notes on game development, game tools, game engines like Unity and Godot, game-dev hacks and indie game picks — from the ArcadeOn Studios team.
Stop “random” loot bugs by using seeded RNG, explicit loot tables, and repeatable tests. Here’s a practical setup you can drop into an indie project.
A small, repeatable folder taxonomy keeps Unity/Godot projects navigable as they grow—less hunting, fewer broken references, faster onboarding.
A practical way to build multiplayer: pick who owns state, keep messages small, and design for latency from day one—without over-engineering.
Set up lightweight CI for Unity: automated builds, basic smoke tests, and a clear “red means don’t ship” gate.
Make combat easier to balance and debug by separating rules, effects, and presentation into small scripts you can test in isolation.
A practical way to structure Unity ScriptableObjects for tuning, balancing, and content workflows—plus common pitfalls and a simple validation pass.
A lightweight debug console pays for itself: tweak variables live, run console commands, and capture logs without rebuilding or attaching a debugger.
Stop chasing symptoms. Use a repeatable, low-effort profiling checklist to find the real bottleneck fast and fix it safely.
A practical pattern for building a fixed-step game loop you can unit test. Covers time, determinism, input capture, and replay.