Thinking about the roguelike elements, how did you implement randomization? What was most difficult to balance here?

Our team has a huge range of skill levels when it comes to gaming. We balanced “easy” to Julian, “medium” to me, and “hard” to Jimp.

The other nice thing about dungeon crawlers is that you don’t really need the randomization to be very balanced. It’s actually more fun when you have a run where you get lucky, and sometimes you get really unlucky. It’s that variety that makes it fun!

Balancing was mostly focused on enemy and boss HP against the level of your character’s starting weapon. Then there was experimentation with faith and hunger levels. 

We also have a lot of things under the hood of the game that adjust to the player if you’re struggling. For example, if you’re low on health, you’re much more likely to find a heart

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Check the original blog post at The Gamedev Guru: Don’t Let Offscreen Objects Ruin Your Performance – Unity CullingGroup API

Learn how to make your expensive scripts cost nothing while they are offscreen.

Table of Content

Offwhat GameObject?

First off: what is an offscreen object?

An object is offscreen when you cannot see it from your camera’s perspective. This may happen because your object is “behind” your camera (therefore culled by frustrum) or behind walls/other occluders (occlusion culling).

So if an object is offscreen and we cannot see it, we don’t have to dedicate expensive computational resources to it right?

Wrong. That’s what I thought when I was a kid. Not anymore.

The Performance Cost(s) of Offscreen Objects

Here are some of the hardware costs you are paying for offscreen objects:

  • The culling price: is an object offscreen at all? Unity determines this by checking its visibility through
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It’s important to understand what you need best for your gaming projects. If you’re working on a new title, a remake or a remaster can often prove highly effective at drawing in new audiences. A game port is just as effective with a recent title, allowing new players to dive into your game by expanding its reach and availability. 

We’ve touched on the how’s and why’s of game porting before, but if you’d like to understand the key differences between these options, keep reading. The Starloop Studios team are experts and industry leaders in game porting, with more than twelve years’ experience in development, game porting, and more. And understanding what separates these options for developers or investors is key in successful continued business in the gaming industry.


Remaking an older title is a fantastic way to rejuvenate fans of your titles and your work. Bringing life back into

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We also used dynamic resolution scales throughout the project, too. When there is a lot on screen, the render scale drops, and when there are only a few hero objects on screen, it goes up. This way, when the viewer focuses on one thing, they get that thing at 100% quality. But, when they focus on a large group of objects (i.e., hundreds of jellyfish), they get a real sense of presence and a feeling of being in a big crowd.

In order to draw things like the player hands, player avatars, and a few other VFX objects, we needed access to VFX Graph. This was, in part, because the assets were originally authored using VFX Graph and utilized a few bespoke scripts. Essentially, rebuilding all the VFX would have been a huge time constraint. In order to get VFX Graph working on Open GL 3.1, we had to disable

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