

I guess you are right, if it were that potent at stopping spoiling we wouldn't need all the chemicals we use today to preserve foods :D I'll try cleaning the lemons more aggressively and see if it helps :D
Good to know, I'll try again but will make sure the better clean the lemons!
Juice shouldn't be the problem because the other half of my brew without the peel (but also with juice) worked without a problem. But good to know that the lemon itself should work, might be due to pesticide on the lemons...
Good to know it should work in general. I'll try again :)
It was a very small amount of thinly sliced lemon peel (less than a teaspoon). From the other comments I'm guessing that the lemon was treated with a pesticide that also killed my fermentation.
Good to know, I'm going to blame the lemons I used and try again!
Thanks for your comment! Kefir might be more sensible to whatever treatment the lemons got, I guess I'll try washing with hot water :)
Does lemon peel kill fermentation?
I've been brewing lemonade with a ginger bug and water kefir for quite a while. But whenever I try to incorporate lemon peel it seems to completely halt fermentation. I have tried normal and organic lemons without success. Currently I have a small batch of kefir with lemon juice going. Half of the batch is with lemon peel and that half shows no sign of fermentation after 30 hours (I have already bottled the other half because it was ready). Did any of you have similar experiences? I would really like to include peel for the taste 🙃
EDIT: Thanks for the many inputs! Summarizing the responses it seems like lemon peel doesn't inherently stop fermentation and the cause is more likely to be whatever pesticide the lemons were treated with. So I got myself a very expensive (supposedly) untreated lemon which I will use in my next brew (after washing it thoroughly) and continue from there.
There's not much currently, but you can follow my progress on mastodon if you want: https://mastodon.gamedev.place/@dragbone I hope I can find a name for it soon 😅
This week I have added a thorns ability so enemies can defeat themselves without you having to lift a single finger... or hammer 🔨
Had a very productive week ☺️ 🐢-character got a new attack animation, fixed a bug with normals, added defeat animations to all characters and implemented instanced rendering for particles. Also learned how to use davinci resolve to make videos: https://mastodon.gamedev.place/@dragbone/112105598167777885
During development I usually only playtest myself. But I found a way to trick myself into doing it right: I create an android build of my game every day and load it onto my tablet to play in bed or on the couch. That forces me to just play the game as it is and create bug and balance tickets for whatever I encounter. Not sitting at the computer helps me separate myself from game development and provide more honest feedback.
Each pack has about 5 themed tracks, each about 2min long. So I would say worth it for prototype or small game but not really enough content for a full game.
Automated Testing in Gamedev
click here to view this on my blog with some nicer styling
Most developers that have had some experience with programming business software are familiar with testing, especially unit testing. But that experience usually doesn’t transfer neatly into gamedev due to the fact that games are more about interaction between game elements rather than the behavior of a single element alone. Never the less, unit testing can be a powerful tool, even when it comes to game development. Test with a larger scope than unit tests can also provide interesting possibilities that aren’t talked about enough. I’ll try to change that and hope to inspire you to try out some different forms of automated testing.
Let’s first get some basics out of the way and start with unit tests and when to use them. Unit tests are the most useful whenever you have some complex logic that is at least somewhat isolated. As an example from
Looks interesting, I'll give it a try tomorrow 😃
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I'm assuming this is considering a technical problem? We generally prefer consent over consensus meaning a solution is accepted if noone is against it instead of everyone being for it.
Wenn du keine Lösung findest kann ichs dir zusenden. Bin halt faul, darum gilt das Angebot nur einmalig 😉
I'm not sure how much of ECS you can apply in that case... If you have something like game objects/entities then it might work/be useful.
Kotlin (jvm language) + libgdx (game library) + fleks (ECS) So far 😁
Of course! ECS is Entity Component System. In short: separat your code into logic (=systems) and data (=components) attached to game objects (=entities). It enables you to add different behaviors to your game objects by composing different components together. An example: I have a system called RenderSpriteSystem which automatically renders every entity that has a PositionComponent and SpriteComponent attached.
Greetings! Introducing myself (and my prototype 🎮)
Hey there! I'm a free-time gamedev (and full time software engineer) escaping the clutches of reddit and wanted to introduce myself over here. I'm coming back to game development after a longer break due to lack of energy. One job change later and I'm at it again :) I'm currently prototyping a minimalistic action rpg, trying to focus on item crafting (with a mod system similar to but simpler than Diablo 2, Path of Exile, Last Epoch) and some simplified action gameplay. This is my first time trying out ECS as a design paradigm, so far I'm liking it, although there are some mistakes I keep making that start to annoy me. I'll be looking into unit testing in gamedev as that seems to be pretty easy in ECS, has anyone had any experience with that?
I try to regularly upload a build to itch.io if you want to take a look at my progress.
Feel free to comment or write me a message if you have any interesting inputs/ideas or maybe know of a game that tri