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Acissathar

@acissathar.bsky.social

I like making game projects that go nowhere :)

35 Followers  |  38 Following  |  27 Posts  |  Joined: 19.12.2023  |  2.0553

Latest posts by acissathar.bsky.social on Bluesky

Totally get it, thatโ€™s kind of what my most recent project ended up being too. I think thatโ€™s 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!

08.10.2025 13:19 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Are you using Cinemachine at all or manually scripting it?

08.10.2025 02:52 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Maybe one day they'll join, can dream haha

06.10.2025 20:28 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

It does, flax too for what itโ€™s 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€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

At the moment itโ€™s 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

06.10.2025 20:07 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Sound track for WotES is sooooo good

06.10.2025 15:14 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Another 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

03.10.2025 15:01 โ€” ๐Ÿ‘ 15    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Impressed 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

02.10.2025 19:05 โ€” ๐Ÿ‘ 16    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
An oil painting of the Pokemon SLOWBRO

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 ๐Ÿ˜ญ

Artist is izcentric.art on IG!

10.09.2025 22:07 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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.

10.09.2025 18:26 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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GitHub - Acissathar/AdventureCharacterController: A Unity physics character controller inspired by older adventure games like Ocarina of Time, based on CharacterMovementFundamentals. A Unity physics character controller inspired by older adventure games like Ocarina of Time, based on CharacterMovementFundamentals. - Acissathar/AdventureCharacterController

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.

10.09.2025 17:11 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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

10.09.2025 17:11 โ€” ๐Ÿ‘ 20    ๐Ÿ” 2    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0
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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

04.08.2025 15:25 โ€” ๐Ÿ‘ 9    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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

30.07.2025 21:05 โ€” ๐Ÿ‘ 9    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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)

29.07.2025 23:19 โ€” ๐Ÿ‘ 0    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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GitHub - Acissathar/MMOCombatantController: An MMO style character controller for ORK Framework. An MMO style character controller for ORK Framework. - Acissathar/MMOCombatantController

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

17.07.2025 15:32 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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

13.07.2025 00:31 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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

06.07.2025 17:06 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Gif of normal NavMesh, followed by generated Mesh on islands, and finally generated mesh hidden after a NavMesh rebake with NavMesh islands now gone.

Gif 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

23.06.2025 16:53 โ€” ๐Ÿ‘ 12    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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

23.05.2025 21:29 โ€” ๐Ÿ‘ 2    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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

02.05.2025 18:32 โ€” ๐Ÿ‘ 9    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Warriors has such an insanely good soundtrack, love that game

19.04.2025 15:25 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Made 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

13.04.2025 00:12 โ€” ๐Ÿ‘ 9    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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

08.04.2025 20:08 โ€” ๐Ÿ‘ 11    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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