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 ]
03.02.2026 17:37 β
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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
23.10.2025 16:01 β
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Now that I'm back home and messing with Stride some more, another thing I'm enjoying is that I don't have to use the editor all the time. I can just build and run the Solution directly to test things out, completely removing that overhead.
#stride3d #stride #gamedev #indiedev
18.10.2025 19:41 β
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Seeing Purple Kiss in Columbus was bitter sweet. Iβm glad I got to see them live but saddened itβs over next month.
Autopilot as the encore was a perfect ending though, itβs my favorite song by them.
16.10.2025 23:05 β
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Totally get it, thatβs kind of what my most recent project ended up being too. I think thatβs 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 β
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Are you using Cinemachine at all or manually scripting it?
08.10.2025 02:52 β
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Maybe one day they'll join, can dream haha
06.10.2025 20:28 β
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It does, flax too for what itβs 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 β
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At the moment itβs 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 β
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Sound track for WotES is sooooo good
06.10.2025 15:14 β
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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 β
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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 β
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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 β
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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 π
Artist is izcentric.art on IG!
10.09.2025 22:07 β
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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 β
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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 β
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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 β
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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 β
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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 β
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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 β
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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 β
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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 β
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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 β
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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 β
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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 β
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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 β
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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 β
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Warriors has such an insanely good soundtrack, love that game
19.04.2025 15:25 β
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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 β
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