<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:blogger='http://schemas.google.com/blogger/2008' xmlns:georss='http://www.georss.org/georss' xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-4661144901204760577</id><updated>2026-04-08T12:43:23.726+02:00</updated><category term="game development"/><category term="C#"/><category term="programming"/><category term="Godot"/><category term="Unity"/><category term="books"/><category term="python"/><category term="game design"/><category term="virtualization"/><category term="course"/><category term="packaging"/><category term="cryptography"/><category term="linux"/><category term="networks"/><category term="hacking"/><category term="artificial intelligence"/><category term="ci/cd"/><category term="docker"/><category term="rust"/><category term="security engineering"/><category term="forensics"/><category term="protocols"/><category term="Unreal"/><category term="hardware"/><category term="physical security"/><category term="privacy"/><category term="viruses"/><title type='text'>Dante&#39;s Lab.</title><subtitle type='html'>A blog about development, IT security, Linux, Unity and geeky things.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://www.dlab.ninja/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default?max-results=14&amp;redirect=false'/><link rel='alternate' type='text/html' href='http://www.dlab.ninja/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default?start-index=15&amp;max-results=14&amp;redirect=false'/><author><name>Dante</name><uri>http://www.blogger.com/profile/10254527212127539302</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>116</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>14</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-4661144901204760577.post-8632977584169159152</id><published>2026-02-26T21:08:00.003+01:00</published><updated>2026-02-26T21:08:48.112+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="course"/><category scheme="http://www.blogger.com/atom/ns#" term="game design"/><category scheme="http://www.blogger.com/atom/ns#" term="game development"/><category scheme="http://www.blogger.com/atom/ns#" term="Godot"/><category scheme="http://www.blogger.com/atom/ns#" term="Unity"/><title type='text'>My Impressions of Zenva Courses</title><summary type="text">As many of you know, on my X profile I usually share packs of assets, courses, and books that I find online at good prices. Some time ago, a pack of Zenva courses appeared on Humble Bundle. Based on what I had read in Reddit forums, I warned in the post that the quality of the courses might not be what people expected. To my surprise, Pablo Farias (@pablofariasnew), founder of Zenva, asked me to </summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/8632977584169159152'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/8632977584169159152'/><link rel='alternate' type='text/html' href='http://www.dlab.ninja/2026/02/my-impressions-of-zenva-courses.html' title='My Impressions of Zenva Courses'/><author><name>Dante</name><uri>http://www.blogger.com/profile/10254527212127539302</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/a/AVvXsEj6D4ZNQGIkCrS3PGpTtHs5_2DbuZNLiz02qrFWvYjBFmbPuLHb_mTmESSjtXsYt7Dug6YRYN_zipP0DXj6ZHyEC8h8Vo3CQTBouGk0KhWLDg1IV4_57YGK382QLTZpASVkVDhiqhlje4ocR-mPSMOz-XVlVDPKROZIqs4L8UC_x9CJP-gSz262i8Simuk=s72-w640-h168-c" height="72" width="72"/><georss:featurename>Spain</georss:featurename><georss:point>40.463667000000008 -3.74922</georss:point><georss:box>12.153433163821163 -38.90547 68.773900836178854 31.40703</georss:box></entry><entry><id>tag:blogger.com,1999:blog-4661144901204760577.post-8588629369239550992</id><published>2026-02-26T18:49:00.000+01:00</published><updated>2026-02-26T18:49:01.300+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="artificial intelligence"/><category scheme="http://www.blogger.com/atom/ns#" term="game design"/><category scheme="http://www.blogger.com/atom/ns#" term="game development"/><title type='text'>Analysis of the book Game AI Pro 360 – Guide to Architecture</title><summary type="text">There are many books about artificial intelligence (AI), but not so many focused on its use in video game development. Among those, there are two types: introductory books and in‑depth ones. The one we are dealing with belongs to the second category. That’s why I don’t recommend it to anyone who hasn’t already sharpened their teeth on a good number of introductory books and tried implementing AI </summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/8588629369239550992'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/8588629369239550992'/><link rel='alternate' type='text/html' href='http://www.dlab.ninja/2026/02/analysis-of-book-game-ai-pro-360-guide.html' title='Analysis of the book Game AI Pro 360 – Guide to Architecture'/><author><name>Dante</name><uri>http://www.blogger.com/profile/10254527212127539302</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/a/AVvXsEjLcaM-46tl-azv4P3Gvtkk6tUeFalFtEgxCDCtnZMn2oZgASEoFmOihG6rRRzsV-6-mtvmMZy75TyKpCMOyHaeBLcfgvygRVa5W6RapSNfzK2ucSZ9-mank2C-3hirtipxgin2VYJx2URMNQcJRUnwHllsKRsE3pAvwTbWSgDAifeFNOIqZ58FWFhaucI=s72-c" height="72" width="72"/><georss:featurename>Spain</georss:featurename><georss:point>40.463667000000008 -3.74922</georss:point><georss:box>12.153433163821163 -38.90547 68.773900836178854 31.40703</georss:box></entry><entry><id>tag:blogger.com,1999:blog-4661144901204760577.post-8912472184400720418</id><published>2026-02-11T18:14:00.002+01:00</published><updated>2026-02-11T18:14:51.163+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="C#"/><category scheme="http://www.blogger.com/atom/ns#" term="game development"/><category scheme="http://www.blogger.com/atom/ns#" term="Unity"/><title type='text'>Creating Packages for Unity</title><summary type="text">Reusability is key in software development. Unity is no exception. After you’ve spent some time developing games, sooner or later you’ll come across problems you solved previously and you’ll want to reuse earlier implementations. It may also happen that a colleague needs a component you developed that would help them solve an implementation problem. In both cases, you’ll need to export a set of </summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/8912472184400720418'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/8912472184400720418'/><link rel='alternate' type='text/html' href='http://www.dlab.ninja/2026/02/creating-packages-for-unity.html' title='Creating Packages for Unity'/><author><name>Dante</name><uri>http://www.blogger.com/profile/10254527212127539302</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/a/AVvXsEiv6VQFw3V7RqnceIQc2Qzs0LUu50q_OB9z_B8-OCuS-lx8CM5xL3fyN8ubEFPbwUqSl0GGYpfJ7VHDVC702i_zQYMogjKXYp00QwZUmHg363u7N_I5MVm5aE6RIHuCFpsY2GVPi0dq9UTD6wsCV3afzm0hvbw3PEpmXBUc9wXHSk0I6EHI2vUu_PnwU0E=s72-w640-h440-c" height="72" width="72"/></entry><entry><id>tag:blogger.com,1999:blog-4661144901204760577.post-779768338343971674</id><published>2026-01-26T14:39:00.000+01:00</published><updated>2026-01-26T14:39:45.243+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="C#"/><category scheme="http://www.blogger.com/atom/ns#" term="game development"/><category scheme="http://www.blogger.com/atom/ns#" term="Unity"/><title type='text'>Cost Assignment to 2D Navigation Using Tilemaps in Unity</title><summary type="text">&amp;nbsp;Recently, we saw how it could be done in Godot to assign costs to the tiles of a tilemap so that those costs could be used in navigation algorithms. Unity has its own particular way of doing this, but, as in the case of Godot, it will depend on whether we want to use those costs with a custom navigation algorithm or with the engine’s navmesh navigation. Let’s see how it’s done in both </summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/779768338343971674'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/779768338343971674'/><link rel='alternate' type='text/html' href='http://www.dlab.ninja/2026/01/cost-assignment-to-2d-navigation-using.html' title='Cost Assignment to 2D Navigation Using Tilemaps in Unity'/><author><name>Dante</name><uri>http://www.blogger.com/profile/10254527212127539302</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/a/AVvXsEgfpdUTm2xa5IZMUspfV2XLF2xtng8Sn27W2YZaS_RJfhi4G9Vz_IM7Zg9nGbRXUdyfqZveAMYtbvU0_Q-7sU8eFT3d2pz-l7-Uqx76eRZ1X4dn3SGIXwdmdHiKAL6OT-2rIgc2-AJLbQQd_XhjQA5DdT4pyGytC6dwPPD5ONRpQb23xgDe62fKceMgCP8=s72-w640-h256-c" height="72" width="72"/><georss:featurename>Spain</georss:featurename><georss:point>40.463667000000008 -3.74922</georss:point><georss:box>12.153433163821163 -38.90547 68.773900836178854 31.40703</georss:box></entry><entry><id>tag:blogger.com,1999:blog-4661144901204760577.post-4958133854774272868</id><published>2026-01-22T10:20:00.000+01:00</published><updated>2026-01-22T10:20:09.100+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="C#"/><category scheme="http://www.blogger.com/atom/ns#" term="game development"/><category scheme="http://www.blogger.com/atom/ns#" term="Godot"/><title type='text'>Cost Assignment for 2D Tilemap Navigation in Godot</title><summary type="text">In my previous article, I explained how to assign custom data to the tiles of a tilemap, which we can use to build a 2D scene. One of these data points could be the transit cost of a tile, to be used by a Dijkstra algorithm we implement, or by the AStar2D component already included in Godot, to create paths through the scene.The above would be a perfectly valid way to implement navigation in our </summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/4958133854774272868'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/4958133854774272868'/><link rel='alternate' type='text/html' href='http://www.dlab.ninja/2026/01/cost-assignment-for-2d-tilemap.html' title='Cost Assignment for 2D Tilemap Navigation in Godot'/><author><name>Dante</name><uri>http://www.blogger.com/profile/10254527212127539302</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5Qn5_87qxh_qlyKeah42_NG02UvBNR6RawpofXN6p6jRleCWBYa65M9-2VgQ1awsmZyDdvIx9ih_roOHEdgBbnwEhc07psERTcxwUgfPRkLnNq9latOG_nVHDkmw3jMWpH5P7OxLIH3GHpcuOrEEvW4hhvqjEM4p4T7s1ep3lCZuq2RnP6UHzfbzI45o/s72-c/Gemini_Generated_Image_e14ewje14ewje14e_2.png" height="72" width="72"/><georss:featurename>Spain</georss:featurename><georss:point>40.463667000000008 -3.74922</georss:point><georss:box>12.153433163821163 -38.90547 68.773900836178854 31.40703</georss:box></entry><entry><id>tag:blogger.com,1999:blog-4661144901204760577.post-2529996301359055839</id><published>2026-01-11T21:32:00.004+01:00</published><updated>2026-01-11T21:32:45.450+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="C#"/><category scheme="http://www.blogger.com/atom/ns#" term="game development"/><category scheme="http://www.blogger.com/atom/ns#" term="Godot"/><title type='text'>Assigning Data to Tiles in Godot</title><summary type="text">It’s very common to use Tilemaps to shape 2D games. Their simplicity makes them ideal for creating retro-style environments.Why might we need to associate data with a tile? For multiple reasons. For example, suppose we’re using a Tilemap to build the map of a top-down perspective game. In that case, we might want to add a “movement resistance” value to different tiles so that our character moves </summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/2529996301359055839'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/2529996301359055839'/><link rel='alternate' type='text/html' href='http://www.dlab.ninja/2026/01/assigning-data-to-tiles-in-godot.html' title='Assigning Data to Tiles in Godot'/><author><name>Dante</name><uri>http://www.blogger.com/profile/10254527212127539302</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtDxptsvwFAsgwtD_BZm9Pp1GIVYWB1c-6V8BWgrp8CAix5TUdq74_bpYRYy8HQQqSuipW-eJ9kN-BejNZZ2lnktjVTEVdNONFS5iEwtKSpAdCUhs8cb1Pw4zoIFpZ8OCTCWU0PTgcQ_dzTaRIegAlY8hgBA42myZ_FtX2IVfAQti12G6UK-ETeSFApDg/s72-c/image.png" height="72" width="72"/></entry><entry><id>tag:blogger.com,1999:blog-4661144901204760577.post-4193899894405498416</id><published>2025-12-15T08:15:00.004+01:00</published><updated>2025-12-15T08:15:32.779+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="books"/><category scheme="http://www.blogger.com/atom/ns#" term="C#"/><category scheme="http://www.blogger.com/atom/ns#" term="game design"/><category scheme="http://www.blogger.com/atom/ns#" term="game development"/><title type='text'>Review of the book &quot;Game Design Workshop&quot; by Tracy Fullerton</title><summary type="text">There are many ways to get into video game development. We all start from our love of playing, but some of us have a technical background and dive straight into programming with an engine, others get involved after dabbling in modding or level creation for a specific game, and some even come from the world of physical board games.This book is for all of them because it begins with the most </summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/4193899894405498416'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/4193899894405498416'/><link rel='alternate' type='text/html' href='http://www.dlab.ninja/2025/12/review-of-book-game-design-workshop-by.html' title='Review of the book &quot;Game Design Workshop&quot; by Tracy Fullerton'/><author><name>Dante</name><uri>http://www.blogger.com/profile/10254527212127539302</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrVlTKQi_dC9FYWuC6lntYYhq-V52oKyy_K6trK7MKsO429y70RqumiAj0N2nkUtVqoiQW0QPYrWQ8yeHzn499bQkX4NJqIsqc1l0K-1HIL0bziu6x5oCVOHV_uSllE0fQAzLb3WirQ8VcER7uh80OdqqXeMBpkQKome7gnUQt0c6Rae8bq1ltkdSP5Bg/s72-w262-h320-c/image.png" height="72" width="72"/><georss:featurename>Spain</georss:featurename><georss:point>40.463667000000008 -3.74922</georss:point><georss:box>12.153433163821163 -38.90547 68.773900836178854 31.40703</georss:box></entry><entry><id>tag:blogger.com,1999:blog-4661144901204760577.post-1475243640608797872</id><published>2025-12-08T11:32:00.002+01:00</published><updated>2025-12-08T11:32:37.657+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="C#"/><category scheme="http://www.blogger.com/atom/ns#" term="game development"/><category scheme="http://www.blogger.com/atom/ns#" term="Unity"/><title type='text'>Dictionary Serialization in Unity</title><summary type="text">In development, serialization consists of changing the format of an object in memory so that it can be stored on disk.One of the most popular serialization formats is JSON, a text standard that allows you to save data in files following a key-based structure very similar to Python dictionaries.When you serialize an object—an instance of a class—into JSON, what you do is select the key data of the</summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/1475243640608797872'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/1475243640608797872'/><link rel='alternate' type='text/html' href='http://www.dlab.ninja/2025/12/dictionary-serialization-in-unity.html' title='Dictionary Serialization in Unity'/><author><name>Dante</name><uri>http://www.blogger.com/profile/10254527212127539302</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoaEFuHen0voHS11y6D4NGaNqjls7lvoL08v_ZaOyy8chzGifvQLxJ8LnqUPUoGX_kwfGZ-Gmrf9JNJN3Xt_Wl28xJt982Y_jrJ7w8ifyj6QvsfKdvRsUd7Uepeguk_dc-5zLLxNzt_l2px0FWUYi4-l01TuEdmE0riP-koJ3wJRkJb421j8pRAvTm_vg/s72-c/image.png" height="72" width="72"/><georss:featurename>Spain</georss:featurename><georss:point>40.463667000000008 -3.74922</georss:point><georss:box>12.153433163821163 -38.90547 68.773900836178854 31.40703</georss:box></entry><entry><id>tag:blogger.com,1999:blog-4661144901204760577.post-1219823121212286575</id><published>2025-10-28T09:53:00.003+01:00</published><updated>2026-02-08T12:05:03.652+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="C#"/><category scheme="http://www.blogger.com/atom/ns#" term="game development"/><category scheme="http://www.blogger.com/atom/ns#" term="Unity"/><title type='text'>Implementation of a tool to measure distances in Unity scenes</title><summary type="text">For some unknown reason, Unity lacks a built-in tool to measure distances in scenes and prefabs. Godot does have one, but Unity doesn’t, even though it’s extremely useful both for building your scenes and for evaluating functionality tests. That’s why the Unity Asset Store is full of assets offering this functionality… for a price. Recently, I needed to measure distances in a Unity project I’m </summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/1219823121212286575'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/1219823121212286575'/><link rel='alternate' type='text/html' href='http://www.dlab.ninja/2025/10/implementation-of-rule-to-measure.html' title='Implementation of a tool to measure distances in Unity scenes'/><author><name>Dante</name><uri>http://www.blogger.com/profile/10254527212127539302</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/a/AVvXsEh9314QkdgM0pbrbgCf1u4XlWH1NV1Ax6j2vB4AruKNYfeIIfEOhn5r-UbSC7hgp-Erew1mgjAWhDdCywbW3XLXWB-hRK4YyonQ_fSkbUqmRJTtrW2Fvx0_-3gu-qD0FAy6nmxKs8GWfG1pplMgTbguDXdnwWLN9XPDnliKEP_Gej2AKUMOqdjXU82U2RA=s72-w640-h346-c" height="72" width="72"/><georss:featurename>Spain</georss:featurename><georss:point>40.463667000000008 -3.74922</georss:point><georss:box>12.153433163821163 -38.90547 68.773900836178854 31.40703</georss:box></entry><entry><id>tag:blogger.com,1999:blog-4661144901204760577.post-7831084333528657576</id><published>2025-09-10T11:16:00.000+02:00</published><updated>2025-09-10T11:16:52.206+02:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="game design"/><category scheme="http://www.blogger.com/atom/ns#" term="game development"/><title type='text'>Tools for creating visual novels</title><summary type="text">In a previous article, we reviewed some of the tools available to create your game&#39;s storyline. In this one, we’ll look at some of the tools you can use to turn that storyline into one of the simplest and most addictive types of games: visual novels.Visual novels are a genre of video games that focus on interactive storytelling, where the player makes decisions that affect the narrative. They </summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/7831084333528657576'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/7831084333528657576'/><link rel='alternate' type='text/html' href='http://www.dlab.ninja/2025/09/tools-for-creating-visual-novels.html' title='Tools for creating visual novels'/><author><name>Dante</name><uri>http://www.blogger.com/profile/10254527212127539302</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7Oia2eyzPT0purfmYHoYvg4JYaNZXHcBa_cEhSojK7chM1NAQkVsrcdUQn4_LS_DV5vzECw_VsLKLi4Jc2sriwFEXhHthORTHyhyphenhypheni3Pl1_2p9fqc5I9SuROBGASupFvfJYqlSbmNO5lR7tM74tXxTOGDTTj9P8hl-s2yVQRc_aGZ2GCaEdJuRyOfeWBQ/s72-w320-h160-c/image.png" height="72" width="72"/><georss:featurename>Spain</georss:featurename><georss:point>40.463667000000008 -3.74922</georss:point><georss:box>12.153433163821163 -38.90547 68.773900836178854 31.40703</georss:box></entry><entry><id>tag:blogger.com,1999:blog-4661144901204760577.post-2646692778282577287</id><published>2025-09-03T15:02:00.001+02:00</published><updated>2025-09-03T15:02:05.037+02:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="game design"/><category scheme="http://www.blogger.com/atom/ns#" term="game development"/><title type='text'>Tools for Developing a Video Game&#39;s Storyline</title><summary type="text">The importance of the storyline depends on the type of game and its target audience. There are games like Tetris or Among Us, where the narrative is minimal and the fun lies in the mechanics. These types of games do not require a complex storyline.However, the storyline is a fundamental pillar of the experience in narrative, RPG, or adventure games. In these games, the storyline is important for </summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/2646692778282577287'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/2646692778282577287'/><link rel='alternate' type='text/html' href='http://www.dlab.ninja/2025/09/tools-for-developing-video-games.html' title='Tools for Developing a Video Game&#39;s Storyline'/><author><name>Dante</name><uri>http://www.blogger.com/profile/10254527212127539302</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglkSNrcm0buFc300T8f1Bjhgj3Iu68-Rj0GjTcUwz5zIJbICsc5pddzFetTEntAFgwTaSep3cdZzyS0cPX1d6ez_QKNPy_Y0a3LqxGk9_SgCfNCPu-avtJk_4R9GZ22Fi2DdWc2e3N7j1inej_Nf3iJPYbvp4zjl8QSI3g3KWZo_RSJvl_u7KwOqYnsKA/s72-w320-h320-c/image.png" height="72" width="72"/><georss:featurename>Spain</georss:featurename><georss:point>40.463667000000008 -3.74922</georss:point><georss:box>12.153433163821163 -38.90547 68.773900836178854 31.40703</georss:box></entry><entry><id>tag:blogger.com,1999:blog-4661144901204760577.post-6764714364085762853</id><published>2025-08-22T12:34:00.003+02:00</published><updated>2025-08-22T12:48:45.758+02:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="C#"/><category scheme="http://www.blogger.com/atom/ns#" term="game development"/><category scheme="http://www.blogger.com/atom/ns#" term="programming"/><category scheme="http://www.blogger.com/atom/ns#" term="Unity"/><title type='text'>C# Interfaces and the Unity Inspector</title><summary type="text">In C#, an interface is a contract that defines a set of methods, properties, events, or indexers that a class or structure must implement, without providing the actual implementation. It&#39;s like a blueprint that specifies &quot;what&quot; must be done, but not &quot;how&quot;. When a class adheres to an interface, it publicly commits to providing at least the methods defined by that interface. Therefore, the class </summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/6764714364085762853'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/6764714364085762853'/><link rel='alternate' type='text/html' href='http://www.dlab.ninja/2025/08/c-interfaces-and-unity-inspector.html' title='C# Interfaces and the Unity Inspector'/><author><name>Dante</name><uri>http://www.blogger.com/profile/10254527212127539302</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3qwJRM3WOLD2h4I1VYuVbbFIQz3nnZYZPIngZbbpQoKtdefi7Dj8QDl_Z0v1nbbLZ3Ys3DWs6Ao4eSNN7bnt1GkSOkLayyfyNVI2vrY4pi624x0fV36b0uvkbpuqW23vhV_3UI_sMbAEIZMzCZ4nqM9wLpfuhM53Xui8IqahOG_1ObnWLtfeXIuhrDtk/s72-w199-h200-c/image.png" height="72" width="72"/></entry><entry><id>tag:blogger.com,1999:blog-4661144901204760577.post-2970470120356729688</id><published>2025-08-11T08:08:00.005+02:00</published><updated>2025-08-11T08:08:58.223+02:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="game development"/><title type='text'>Lights and Shadows of the &quot;Stop Killing Games&quot; Initiative</title><summary type="text">The Stop Killing Games initiative is a consumer movement launched in 2024 by YouTuber Ross Scott, known for his channel Accursed Farms, in response to the shutdown of the servers for The Crew, a Ubisoft video game that became unplayable due to its constant internet connection requirement, even in single-player mode. This sparked outrage, as the game, despite having multiplayer components, also </summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/2970470120356729688'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/2970470120356729688'/><link rel='alternate' type='text/html' href='http://www.dlab.ninja/2025/08/lights-and-shadows-of-stop-killing.html' title='Lights and Shadows of the &quot;Stop Killing Games&quot; Initiative'/><author><name>Dante</name><uri>http://www.blogger.com/profile/10254527212127539302</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZB3YXs5Li4aLhK5VAFvwDAuHtMx8XZxG2ACo7dcXSEyuENMXh3FpEHiQ5Ia2V1eVGJaf8uS9BwAcXmvx30164DiEGjm6M_gyO_H2XMZ2Ie7iYUIk8at0hXmQ8QQ64j2xCl7X3KmssPHdK1S8JgoNhIa0KKBBOFPfeE7LWa4Hfcb-EkGSAG62A10Xjse4/s72-w400-h223-c/image.png" height="72" width="72"/><georss:featurename>Spain</georss:featurename><georss:point>40.463667000000008 -3.74922</georss:point><georss:box>12.153433163821163 -38.90547 68.773900836178854 31.40703</georss:box></entry><entry><id>tag:blogger.com,1999:blog-4661144901204760577.post-4695280297161668807</id><published>2025-08-02T18:24:00.000+02:00</published><updated>2025-08-02T18:24:02.573+02:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="C#"/><category scheme="http://www.blogger.com/atom/ns#" term="game development"/><category scheme="http://www.blogger.com/atom/ns#" term="Godot"/><title type='text'>Resources in Godot and the Risk of Sharing Them</title><summary type="text">In Godot, Resources are a type of object used to store and manage reusable data within a project. They are modular components that can be created, saved, loaded, and shared among different nodes or scenes within the engine. Resources are essential for organizing and structuring projects efficiently.They are designed to store specific information, such as configurations, properties, or custom data</summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/4695280297161668807'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4661144901204760577/posts/default/4695280297161668807'/><link rel='alternate' type='text/html' href='http://www.dlab.ninja/2025/08/resources-in-godot-and-risk-of-sharing.html' title='Resources in Godot and the Risk of Sharing Them'/><author><name>Dante</name><uri>http://www.blogger.com/profile/10254527212127539302</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaKnHS_xHMe7JE7WZwOgp98shVhSfjr6d_BvQxUeKRDRx2-qMmrmCjGNapQlCgKG-3nddVYLLb5kqPI1eWbNs0hHN5z6DKR7iaNjJUrxcDgHoXipGILw5i-j3RMroQnUC0kGXNAmH1ESUXzO0JzguJJSO0imBl7y4t6mUJ40LltfTwunFd1yoCmcbnAPg/s72-w143-h200-c/image.png" height="72" width="72"/><georss:featurename>Spain</georss:featurename><georss:point>40.463667000000008 -3.74922</georss:point><georss:box>12.153433163821163 -38.90547 68.773900836178854 31.40703</georss:box></entry></feed>