Unity3d Asset Store vs DIY

I’ve spent wasted a lot of money in the Asset store.

If you’re working in Unity, I’m sure you know how it goes. You need some functionality implemented, and you wonder if it makes sense to do it yourself. Surely it seems an awful lot of work to implement just that one feature… It doesn’t take long until you start browsing the asset store and find an asset that looks just right for the task. Most of the time, having no way to test if it will work for you, you buy the asset and import it in your project, only to be frustrated a while later that it isn’t working as you expected it to work. The no-refund policy of the asset store leaves you at the mercy of the author of the asset, and you might be lucky if you ever get your money back.

Surely, I’ve bought some assets that I have put to good use, but right now I have a total of eight assets, which weren’t exactly cheap, and which I have no use of. I should have learned to keep DIY the first couple of times I’ve burned myself buying assets.

If this experience has taught me anything, is that you should be damn 100% percent sure a particular asset will work for you. If not, then it might be a perfect opportunity to do it yourself, and learn new stuff in the process.

So, what is your experience with the asset store? Do 3rd party assets work for you? Do you prefer DIY? Let me know in the comments.

Be sure to follow ongoing and more detailed development of the game on Patreon.

A happily productive 2014 and a better 2015!

The past year has been good to me.

I have started the development of my first RPG – Call of Saregnar – and while I haven’t progressed as far as I would have liked, it is progress nevertheless. Having a full-time job and a 2 year old kid, there isn’t much time left to dedicate to my “geeky hobby” of making games.

Let’s take a look at some game-dev highlights for 2014:

  • Came out with the idea for the game 🙂
  • Wrote the world bible and created some rudimentary world maps
  • Created the functional specification for the game
  • Drew many of the in-game interface graphics
  • Coded the game’s city/village/location exploration system
  • Started working on the first tool – the map editor

Well, that’s not too bad, now that I look at it.

I will be happy if 2015 brings on that much progress as the past year did. Hopefully, soon I will have some visuals to back up my words.

Be sure to go check out the game development section on this site for more information on the game.

Preparing A CF Drive For Real Amiga Use Under OS X

More than an article, a note to myself (or anyone interested) on how to prepare a compact flash drive under OS X for use on a real amiga system.


diskutil list (find out cf disk name - /dev/disk1 for example)
sudo umount -f /dev/disk1 (unmount it)
sudo dd if=/dev/zero of=/dev/disk1 bs=1 count=1024 (remove any partition)
sudo chmod a+rw /dev/disk1 (chmod it to read and write)

in fs-uae custom config add:

hard_drive_0 = /dev/disk1
hard_drive_0_type = rdb

boot fs-uae with the workbench 3.1 install diskette.
find the HDToolbox app, right click, select Icons->Information
change SCSI_DEVICE_NAME=scsi.device to SCSI_DEVICE_NAME=uaehf.device

From here on run HDToolbox and follow instructions at: http://www.pcguru.plus.com/uae_hdtoolbox.html

The Thief of Dreams

UPDATE: The kickstarter is live! Go and pledge!

From the writer behind the hit computer games Betrayal at Krondor and Dungeon Siege comes The Thief of Dreams, a new fantasy novel set in a world where magic is forbidden, where sorcerers are spies, and where a force beyond imagination threatens to transform the long simmering cold war between the nine kingdoms into a cataclysmic, world-shattering conflict.

The Thief of Dreams

NEAL HALLFORD has been writing for the computer gaming industry for over twenty three years, and has been lauded for his work in a number of benchmark fantasy games including Betrayal at Krondor, Dungeon Siege, Might & Magic III: Isles of Terra, Planet’s Edge, Champions of Norrath, Lords of Everquest and many others. Over the years his work has been experienced by millions of game players. His game Betrayal at Krondor was novelized into a New York Times best-selling book by Raymond E. Feist, and Dungeon Siege was adapted into the movie In the Name of the King, starring Jason Statham. Hallford now lives in San Diego, California where he’s also an independent film producer at Swords & Circuitry Studios which he operates with his wife, Jana.

Launching on Kickstarter on April 10th at Noon (Pacific Time).

Neal Hallford at Thorvalla Kickstarter Launch (Update: Project Cancelled)

Check out the video recording of the Thorvalla Kickstarter launch event from Neal Hallford, the designer behind the award-winning Betrayal at Krondor RPG, Dungeon siege and many more. I also participated in the interview, posting questions and having a lot of fun. 🙂

Anyway take a look at the Thorvalla Kickstarter project and be sure to back it! Guido Henkel, the mastermind behind this project also worked on Planetscape:Torment and the Realms of Arkania series of RPGs back in the nineties, so he does have some experience in the field. 😉

Basically we have two very talented game designers and writers working together on a new RPG game. What more can you ask for? Back the project and make Thorvalla a reality!

Update: Sadly, the project has been cancelled.

Official Betrayal at Krondor Remake Petition

Neal Hallford is looking for Betrayal at Krondor hard-core fans to sign a petition that – if successful – will start a Kickstarter campaign to fund the sequel.

For those of you who don’t know the original, take a look at Matt Barton’s video review of the goldie oldie BaK

Read what Mr. Hallford has to say on the subject and go sign the petition!
http://swordsandcircuitry.tumblr.com/post/32252729022/a-krondor-ing-we-will-go