Bona Fyrvall - Unity Tinkerer & Backend developer's Avatar

Bona Fyrvall - Unity Tinkerer & Backend developer

@collisionbear.com.bsky.social

Professional Web developer @ArrowheadGameStudio during the day. Game Dev hobbyist and Unity tinkerer the rest of the time. https://github.com/bonahona/ https://collisionbear.com/

123 Followers  |  230 Following  |  177 Posts  |  Joined: 06.09.2023  |  2.158

Latest posts by collisionbear.com on Bluesky

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It's been a while since I did anything, but I'm back to tool making.
How about Particle effect in the Preview window in Unity?
#gamedev #indiegamedev #unity3d

22.06.2025 19:48 β€” πŸ‘ 9    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
Kaldera Prefab Painter Paint Brush
YouTube video by Collision Bear Kaldera Prefab Painter Paint Brush

Also: Kaldera Prefab Painter 1.7.2 released!
www.youtube.com/watch?v=GZHD...
#gamedev #madewithunity

26.04.2025 22:17 β€” πŸ‘ 1    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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New idea! Shift moves the secondary spells to the primary keys! Easier to cast
#GameDev #IndieGameDev

26.04.2025 22:15 β€” πŸ‘ 4    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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Is this really a critical bug?
#gamedev #indiegamedev

25.04.2025 11:24 β€” πŸ‘ 9    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0
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Quick experiment with auto spawning enemies, closer to Diablo than the premade levels we've made
#gamdev #indiegamedev

23.04.2025 13:28 β€” πŸ‘ 4    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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Debug mode + Leap = Whole new game!
#gamedev #indiegamedev #happylittleaccidents

14.04.2025 09:49 β€” πŸ‘ 11    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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Spawn the fire or be the Fire? Or should we keep both?
#gamedev #indiegamedev

07.04.2025 09:41 β€” πŸ‘ 6    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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Also made it explode on death... you know, just because.. :)

01.04.2025 21:12 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Take two of Tower enemies!
#gamedev #indiegamedev

01.04.2025 20:40 β€” πŸ‘ 10    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0
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Trying a new stationary enemy!
Not too fun so far, but I'm sure I'll figure it out.
#gamedev #indiegamedev

01.04.2025 19:53 β€” πŸ‘ 9    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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"If the Fire are units, can they have AI behaviour?"
Turns out that yes, the actually can! So many possibilities!
#gamedev #indiegamedev

27.03.2025 22:02 β€” πŸ‘ 9    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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A colleague saw the potential of the modularity!
"Why can't you change actor mid-game?"
Well, now you can!
#gamedev #indiegamedev

27.03.2025 20:18 β€” πŸ‘ 14    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0
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Experiments with a new level 02.
The theme is summons and long semi-wide paths.
#gamedev #indiegamedev

24.03.2025 22:04 β€” πŸ‘ 8    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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At it again with new VFX. This time I'm not pleased as this projectile looks like... well tbh... shit...
#gamedev #indiegamedev

24.03.2025 21:16 β€” πŸ‘ 14    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0
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Ok, screw a new level. That's tomorrow's work. Lets make a fun fire ability instead!
#gamedev #indiegamedev

23.03.2025 21:22 β€” πŸ‘ 9    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0
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Some playtesting on Level02. I realize I have no idea what direction to take this level :(. There's not theme or idea so far.
#gamedev #indiegamedev

23.03.2025 20:47 β€” πŸ‘ 10    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0

I think PC and consoles are the viable options. I have no idea how the input schema could be converted to mobile :P

23.03.2025 08:32 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Let there be explosions!
#gamedev #indiegamedev

22.03.2025 23:04 β€” πŸ‘ 12    πŸ” 4    πŸ’¬ 1    πŸ“Œ 0
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Even more VFX work.
Now more fire and smoke! (Did I overdo it with the smoke?)
#Gamedev #indiegamedev

18.03.2025 22:48 β€” πŸ‘ 12    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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Some new VFX work so show the fireballs AOE radius.
#gamedev #indiegamedev

18.03.2025 21:46 β€” πŸ‘ 12    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0

Second that. I love the World Editor from Warcraft 3 so much that I tried to recreate something similar for Unity to help us make levels faster.

14.03.2025 12:38 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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After more than a year, this is still my favorite VFX / Ability combo
#gamedev #indiegamedev

12.03.2025 23:00 β€” πŸ‘ 8    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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Took a hint from Diablo. In order to make the game more engaging, make the "normal" enemies less aggressive.
#gamedev #gamedevtips #indiegamedev

12.03.2025 11:50 β€” πŸ‘ 15    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0
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I hate networking....
On the client, you can throw a ability, and also cast it at the same time for some reason....
#gamedev #indiegamedev

09.03.2025 20:18 β€” πŸ‘ 10    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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Had an idea to limit abilities to certain buttons. The UI shows it correctly, but the actual mechanics implementation... does not :(

#gamedev #indiegamedev

08.03.2025 20:48 β€” πŸ‘ 5    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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Quick gameplay promo! Most abilities has gotten there wind up times reduced and it so much more responsive!
#gamedev #indiegamedev

02.03.2025 22:34 β€” πŸ‘ 14    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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Reworked basically all enemies AI. Now they're not all countered the same way!
#gamedev #Indiegamedev

02.03.2025 00:05 β€” πŸ‘ 8    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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Better Lurker enemies.
Still a bit too "slippery" and have a tendency to teleport TO the player when trying to get away. Still an massive improvement!
#gamedev #Indiegamedev

01.03.2025 11:51 β€” πŸ‘ 10    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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Playing with a new enemy type.
Simplest enemy by far! They rush you and they hit you. That's it!
#gamedev #indiegamedev

28.02.2025 21:34 β€” πŸ‘ 11    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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So the plan was to have an enemy that flees and always attacks ranged....
This, however, is not it :P
#gamedev #indiegamedev

26.02.2025 23:15 β€” πŸ‘ 14    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0

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