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Acissathar

@acissathar.bsky.social
44 followers 46 following 43 posts

I like making game projects that go nowhere :)

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Acissathar @acissathar.bsky.social · 07/10/2026
Small thing, but the basic loop is finally complete as you can now win or lose :) Currently the only win condition is collecting a % of total crystals, and losing is running out of oxygen. Next up is environmental hazards I think, or maybe vehicles. #gamedev #indiedev #Prowl
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Acissathar @acissathar.bsky.social · 04/10/2026
Went to see PRESIDENT (so good) so had a slow start this month, but I'm trying to make a big push on gameplay so I can get art started. Went to a hex grid (came with a minor performance boost) as I think maps will look better when art lands. Also got the power system functioning. #gamedev #Prowl
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Acissathar @acissathar.bsky.social · 20/09/2026
Made some big optimization gains by changing how I represent the colliders for my tiles. Allocations ~900 -> ~450. Old laptop trying to load 1 million tiles (1k by 1k) went from ~10secs to load, to ~5secs with avg frame time of 22ms down to 5ms. #gamedev #Prowl #indiedev
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Acissathar @acissathar.bsky.social · 19/08/2026
Added a loading setup and did an optimization pass, and the results are pretty good! Most maps load instant, but the largest size 1k by 1k (roughly 1 million tiles) is still pretty quick. For reference, the original rock raider maps generally cap at around 50x50 :) #gamedev #indiedev
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Acissathar @acissathar.bsky.social · 15/08/2026
Some more progress, got a WIP UI now and already accounted for both window scaling *and* user driven UI scaling if it's too small (or too big!). Immediate mode UI (through Paper) is such a breath of fresh air compared to gameobject style UI, I actually enjoying making it. #gamedev #indiedev #prowl
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Acissathar @acissathar.bsky.social · 06/08/2026
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
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Acissathar @acissathar.bsky.social · 03/08/2026
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
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Acissathar @acissathar.bsky.social · 28/05/2026
Both manual and automated tasks are now integrated. UI will be added to re-arrange these as desired, but chars will drill walls that are marked and auto cleanup any rubble from said walls. They've got a little icon to let you know they've been assigned something too #stride3d #gamedev #indiedev
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Acissathar @acissathar.bsky.social · 22/05/2026
Created a tweening library for Stride and got a basic version of grid based pathfinding working for the characters. Next I think will be drilling down walls and character tasks. It's been fun learning how the engine does things differently compared to Unity. #stride3d #gamedev #indiedev
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Acissathar @acissathar.bsky.social · 06/05/2026
Still very early, but been working on something inspired by Lego Rock Raiders to help learn Stride. A little different from Unity, but really enjoying it so far. Have map generation, tile selection, UI, and scene transitions working nicely. Now for the actual gameplay lol #gamedev #stride
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Acissathar @acissathar.bsky.social · 03/02/2026
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 ]
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Acissathar @acissathar.bsky.social · 23/10/2025
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
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Acissathar @acissathar.bsky.social · 18/10/2025
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
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Acissathar @acissathar.bsky.social · 17/10/2025
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.
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Acissathar @acissathar.bsky.social · 03/10/2025
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
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Acissathar @acissathar.bsky.social · 02/10/2025
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
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Acissathar @acissathar.bsky.social · 10/09/2025
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!
An oil painting of the Pokemon SLOWBRO
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Acissathar @acissathar.bsky.social · 10/09/2025
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
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Acissathar @acissathar.bsky.social · 04/08/2025
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
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Acissathar @acissathar.bsky.social · 30/07/2025
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
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Acissathar @acissathar.bsky.social · 30/07/2025
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)
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Acissathar @acissathar.bsky.social · 17/07/2025
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.com
GitHub - Acissathar/MMOCombatantController: An MMO style character controller for ORK Framework.
An MMO style character controller for ORK Framework. - Acissathar/MMOCombatantController
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Acissathar @acissathar.bsky.social · 13/07/2025
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
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Acissathar @acissathar.bsky.social · 06/07/2025
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
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Acissathar @acissathar.bsky.social · 23/06/2025
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
Gif of normal NavMesh, followed by generated Mesh on islands, and finally generated mesh hidden after a NavMesh rebake with NavMesh islands now gone.
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Acissathar @acissathar.bsky.social · 23/05/2025
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
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Acissathar @acissathar.bsky.social · 02/05/2025
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
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Acissathar @acissathar.bsky.social · 13/04/2025
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
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Acissathar @acissathar.bsky.social · 08/04/2025
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
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