For #ScreenshotSaturday it wouldn't be a sci-fi setting without some kind of fungus enemy right? The first real big divergence from Rock Raiders is new enemies/hazards that change how you do things. The blight infects other enemies and 'locks' down tiles until its purified. #gamedev #indiedev
Acissathar
@acissathar.bsky.social
I like making game projects that go nowhere :)
Second attempt with the same reference, but this one is about 1k tris. At the project's camera angle, probably can't even tell a difference. Will have to give it a shot and see how the non-full chibi approach goes #lowpoly #indiedev
Learning blender is kicking my ass but its a lot of fun. Higher poly than I plan on going with for the project (~8k tris), but definitely feel like I'm learning a workflow.
For #screenshotsaturday, began messing around with making lighting an actual mechanic in addition to fitting the aesthetic. Miners work / move faster in the light, and the light helps against hostile creatures. #indiedev #gamedev #Prowl
Learning blender is kicking my ass but its a lot of fun. Higher poly than I plan on going with for the project (~8k tris), but definitely feel like I'm learning a workflow.
Spent a few days trying to get the frametime under 5ms but even though all the stats went down (drawcalls, allocations, etc.) I was not making progress. Forgot I had VSync on 🫠 Down to 2ms a frame in editor though! #indiedev #gamedev #prowl
Been a few months, but long story short I engine swapped to Prowl on my Rock Raiders inspired project. I've learned and improved the project optimization so much. I'm jumping into Play Mode in around a second and at a way larger scale (250x250) than my last version. #indiedev #gamedev #csharp
It's not flashy atm, but I've been slowly working on a KotoR inspired battle system. Supports adding/removing/setting actions, 3 second round based system, and supports controller / m+k. Now to get multiple combatants on both sides working [ #gamedev | #indiegame | #unity3d ]
Kind of fun re-learning stuff, but man adjusting to right hand coordinates is rough lol But camera controls with MnK + GamePad, bepu physics for the character are working, so some progress is being made! #StrideEngine #gamedev #indiedev
Seeing Purple Kiss in Columbus was bitter sweet. I’m glad I got to see them live but saddened it’s over next month. Autopilot as the encore was a perfect ending though, it’s my favorite song by them.
Unrelated to game stuff but my commission for a painting of Slowbro came in today. I absolutely love this guy 😭 Artist is izcentric.art on IG!
Spent a bit of time on reworking the char controller. Made it more in-line with older Zelda (OoT, MM, TP), and am much happier with it. Auto crouching, rolling and crashes, slopes, auto jumping, moving platforms, ladder / vine climbing, tied to physics. #madewithunity #gamedev
More art experiments this weekend, tweaked the URP shader to support N64 filtering It's hitting the nostalgia hard and texture work seems a little more forgiving so might make the swap lol #madewithunity #indiedev
Made a few more small props and then combined them with a line renderer (rope). Not sure what/if I'll even end up using this in the game, but it was fun to learn at least and. #madewithunity #lowpoly #indiedev
Finally got it in a state I'm mostly happy with as a package, here's my take on an MMO styled camera and character controller, with #ORKFramework in mind. Heavily based on the controls of WoW, and not tied to any battle system. github.com/Acissathar/M... #madewithunity
GitHub - Acissathar/MMOCombatantController: An MMO style character controller for ORK Framework.
An MMO style character controller for ORK Framework. - Acissathar/MMOCombatantController
github.com
Rough first pass at a WoW inspired character controller for the project. Maybe it's a like a decade of play time, but their controller just feels so nice to me. Has l/r mouse click camera 8 directional movement, swimming, double jump. Next is some camera smoothing I think. #madewithunity
Think I'm finding an aesthetic I like for this project. Unlit shader using vertex colors for 4 texture blending (RGB) with alpha used for painting shadows. Also included Unity's Surface Bumpmap Package (URP) to get Hex Tiling to break texture repetition. #madewithunity #lowpoly
Wanted to share a tool to get rid of NavMesh islands. Removes unexpected Destinations/Sampled Positions (and reduces size). Updated to support Unity 6 (should work lower fwiw) github.com/Acissathar/N... s/o VisualWorks for original asset and permission to share! #madewithunity #gamedev