Totally get it, thatโs kind of what my most recent project ended up being too. I think thatโs its greatest strength is you can leverage custom controls but still piggy back off systems (I really like the auto blending).
Your cams look great!
@acissathar.bsky.social
I like making game projects that go nowhere :)
Totally get it, thatโs kind of what my most recent project ended up being too. I think thatโs its greatest strength is you can leverage custom controls but still piggy back off systems (I really like the auto blending).
Your cams look great!
Are you using Cinemachine at all or manually scripting it?
08.10.2025 02:52 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Maybe one day they'll join, can dream haha
06.10.2025 20:28 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0It does, flax too for what itโs worth, but the actual engine code of both of those are in C++, while Stride is *fully* C# (well outside the shader language)
06.10.2025 20:21 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0At the moment itโs more just exploration while we finish up a Unity project to help avoid some burnout lol
The reason I picked it over say Godot , UE, or Flax is that the engine code is C# too, and I love using C# lol
It went by Paradox and Xenko years ago when Silicon Studios owned it too
Sound track for WotES is sooooo good
06.10.2025 15:14 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Another small thing I'm really liking about Stride is built in support for multiple tabs open on Prefabs and Scenes. Downside on the prefabs is you *have* to open it to see the property grid / components, but not minding it so far.
#stride3d #gamedev #indiedev
R/S/E and Golden Sun get the love they deserve, but I remember sinking the most hours into Monster Rancher Advance 2.
02.10.2025 19:16 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Impressed with Stride's composition take on shaders. Super cool that I don't need to convert my gray boxing shader from Unity, I can just apply basic functions to the standard material and get what I want.
#Stride3d #gamedev #indiedev
An oil painting of the Pokemon SLOWBRO
Unrelated to game stuff but my commission for a painting of Slowbro came in today. I absolutely love this guy ๐ญ
Artist is izcentric.art on IG!
FWIW this *should* be mostly engine agnostic in theory. I wanted to give Stride3D a shot, so plan is to port this to learn it.
Very much agree! I think it also helps make for a tighter design experience, and genres like JRPGs can have more non-combat without having to go full (or janky) platformer.
You can get it here as a Unity package if you want it:
github.com/Acissathar/A...
Still have some more things planned for it, and we're using it in at least one in dev project so will be tweaked and fleshed out more.
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
Spent today getting a workflow together and practiced modeling some props for the project. Still no clue what I'm doing, but it's been fun learning about stuff like texel density lol
#lowpoly #psx (ish)
First minor update, added support for underwater breathing / stamina system. Can toggle on/off, set custom tick duration, use a status value for stamina, pick whether this applies to diving only, or all swimming, and lastly a schematic slot for drowning state (fires every tick)
22.07.2025 18:18 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Finally 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
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
Just realized I attached it as an image rather than a gif, oops. This is what it was supposed to look like :p
24.06.2025 13:50 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Gif of normal NavMesh, followed by generated Mesh on islands, and finally generated mesh hidden after a NavMesh rebake with NavMesh islands now gone.
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
More adjustments to WA5 system. Have floating text, updating HUD based on action + targets, and bullets rather than stamina/mp as a cost.
Actions with a bullet cost show a blinking preview in the player HUDs.
Slowly getting to the fun part
#madewithunity #screenshotsaturday
More WA5 prototype tweaks for the UI. Have Cell / Combatant examination up and running along with player info, so next is actually being able to attack and maybe doing the bullet system. Still undecided on that one but have a few ideas.
#madewithunity #screenshotsaturday
Warriors has such an insanely good soundtrack, love that game
19.04.2025 15:25 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Made a minor tweak to the battle start to pick random cells rather than just whatever is closest and free. Should give a little more variety to each battle rather than everyone going to their own. Think I need to speed them up a bit though.
#madewithunity #screenshotsaturday #gamedev
Hi Bluesky, my first post about the start of a prototype for Wild Arms 4/5 Hex grid combat using mainly Unity 6 and ORKFramework.
Rather than fading in / out like in WA, combatants run to their new position when someone moves in or out of the cell :)
#gamedev #madewithunity