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Navigating Units: Pathfinding and Collision Challenges in Game Development
This chapter delves into the complexities of pathfinding in game development, emphasizing the role of node graphs in unit navigation. The discussion includes dynamic path adjustments, collision issues, and the use of third-party plugins for improved unit behavior.
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In today’s episode of The Pragmatic Engineer, I’m joined by Jonas Tyroller, one of the developers behind Thronefall, a minimalist indie strategy game that blends tower defense and kingdom-building, now available on Steam.
Jonas takes us through the journey of creating Thronefall from start to finish, offering insights into the world of indie game development. We explore:
• Why indie developers often skip traditional testing and how they find bugs
• The developer workflow using Unity, C# and Blender
• The two types of prototypes game developers build
• Why Jonas spent months building game prototypes in 1-2 days
• How Jonas uses ChatGPT to build games
• Jonas’s tips on making games that sell
• And more!
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Timestamps
(00:00) Intro
(02:07) Building in Unity
(04:05) What the shader tool is used for
(08:44) How a Unity build is structured
(11:01) How game developers write and debug code
(16:21) Jonas’s Unity workflow
(18:13) Importing assets from Blender
(21:06) The size of Thronefall and how it can be so small
(24:04) Jonas’s thoughts on code review
(26:42) Why practices like code review and source control might not be relevant for all contexts
(30:40) How Jonas and Paul ensure the game is fun
(32:25) How Jonas and Paul used beta testing feedback to improve their game
(35:14) The mini-games in Thronefall and why they are so difficult
(38:14) The struggle to find the right level of difficulty for the game
(41:43) Porting to Nintendo Switch
(45:11) The prototypes Jonas and Paul made to get to Thronefall
(46:59) The challenge of finding something you want to build that will sell
(47:20) Jonas’s ideation process and how they figure out what to build
(49:35) How Thronefall evolved from a mini-game prototype
(51:50) How long you spend on prototyping
(52:30) A lesson in failing fast
(53:50) The gameplay prototype vs. the art prototype
(55:53) How Jonas and Paul distribute work
(57:35) Next steps after having the play prototype and art prototype
(59:36) How a launch on Steam works
(1:01:18) Why pathfinding was the most challenging part of building Thronefall
(1:08:40) Gen AI tools for building indie games
(1:09:50) How Jonas uses ChatGPT for editing code and as a translator
(1:13:25) The pros and cons of being an indie developer
(1:15:32) Jonas’s advice for software engineers looking to get into indie game development
(1:19:32) What to look for in a game design school
(1:22:46) How luck figures into success and Jonas’s tips for building a game that sells
(1:26:32) Rapid fire round
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The Pragmatic Engineer deepdives relevant for this episode:
• Game development basics https://newsletter.pragmaticengineer.com/p/game-development-basics
• Building a simple game using Unity https://newsletter.pragmaticengineer.com/p/building-a-simple-game
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See the transcript and other references from the episode at https://newsletter.pragmaticengineer.com/podcast
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Production and marketing by https://penname.co/. For inquiries about sponsoring the podcast, email podcast@pragmaticengineer.com.
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