Creating organic shapes like trees can be an interesting side project for potential game developers. You can use the same logic to create levels or other complicated logic structures. In this tutorial, we will be creating 2D tree shapes in Unity using two different approaches: Fractal and L-System.

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For many starting indie devs, code optimization becomes almost a second thought. It gets passed over in favor of engines or frameworks, or can be considered a more ‘advanced’ technique out of their reach. However, there are optimization methods that can utilized in more basic ways, allowing your code to operate more efficiently and on more systems. Let’s take a look at some basic code optimization to get you started.

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If you strike up a conversation with an RPG fan, it won’t take long to hear a rant about randomized results and loot—and how frustrating they can be. Many gamers have made this irritation known, and while some developers have been creating innovative solutions, many are still forcing us through infuriating tests of perseverance.

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In this tutorial, we will be converting a conventional 2D tile-based Sokoban game into isometric and hexagonal views. If you are new to isometric or hexagonal games, it may be overwhelming at first to try following through both of them at the same time. In that case, I recommend choosing isometric first and then coming back at a later stage for the hexagonal version.

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