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Andy

@anba.dev
721 followers 175 following 502 posts

Indie #gamedev from Germany Working on VELKYN, an OPEN WORLD action-adventure game Wishlist: store.steampowered.com/app/2728320/… YouTube: www.youtube.com/@endeetree

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Andy @anba.dev · 25/09/2026
Steam Frame 👀
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Andy @anba.dev · 15/07/2026
Raven WIP. No, you’re not allowed to know my secret workflow. #gamedev
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Andy @anba.dev · 23/01/2026
You can say what you want about Nintendo, but I love it so much that their games have so many accessibility options. No gatekeeping, and even players who are not familiar with video games at all can join in without getting frustrated right away.
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Andy @anba.dev · 23/12/2025
Confetti on course completion 🎉
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Andy @anba.dev · 23/12/2025
There are situations where the golf ball is close to a wall or obstacle. You always hit the ball in the direction you're facing. So objects between the camera and the ball are not blocking the camera and are made transparent using a dither shader.
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Andy @anba.dev · 23/12/2025
For the golf minigame, the main character has a special golf outfit. But since you don't actually see the character in the minigame, just in a short cutscene, it was basically wasted work time 🤣
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Andy @anba.dev · 23/12/2025
I'm from Germany and typical old German names are kinda a meme here. But somehow, some of these names have their own unique vibe. All shopkeepers in the game are part of an old merchant family and have first names like Albrecht or Gottfried.
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Andy @anba.dev · 23/12/2025
The HUD is minimalist. Shot direction follows the camera's view, and the power meter only pops up when you hold the strike button.
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Andy @anba.dev · 23/12/2025
Since there are occasionally some darker spots on the golf courses, the golf ball also has a weak light source. The goal was to improve visibility for the player.
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Andy @anba.dev · 23/12/2025
In addition to the realtime lights, I'm using the third-party asset Fake Point Lights by LazyEti. This lets me project stylized, beautiful Wind Waker-like light cones with sharp edges onto the environment.
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Andy @anba.dev · 23/12/2025
For the golf courses, I primarily use baked lighting cause it looks awesome and fits well. But I also add realtime lights for the torches to create dynamic shadows for the golf ball and obstacles.
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Andy @anba.dev · 23/12/2025
Since it's a simple minigame, there are only simple obstacles. There are static barricades that players can use to their advantage or navigate around. There are also dynamic simple shape rigidbody based obstacles with spectral visuals. Moving obstacles also leave a slight trail.
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Andy @anba.dev · 23/12/2025
I created the classic grass pattern using a repeating grass texture and texture layering. The second layer, a simple gray-and-white checkerboard texture, is multiplied onto the base texture with a transparency value.
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Andy @anba.dev · 23/12/2025
When designing levels, I focused on easy readability for players, variety, and variable verticality. The shapes of the levels were all created in Blender using simple cubes and textured with triplanar texturing.
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Andy @anba.dev · 23/12/2025
With all the golf video games out there, I wouldn't consider making a full game just about golf. But a dungeon golf minigame in my action-adventure game? No objections, right? A quick technical and game design recap 🧵
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Andy @anba.dev · 16/12/2025
A small stress test with 30 active enemy instances. The performance was good, but the pathfinding with many simultaneous enemies was a real pain. Problem still exists and I need to put more work into this!
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Andy @anba.dev · 16/12/2025
The targeting system was a hge challenge! Here in the screenshot, we see targetable indicators (the small arrows) and the targeted indicator (the large arrow). During targeting, the character always rotates to the active target.
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Andy @anba.dev · 16/12/2025
The dodge roll does not grant invincibility frames, but it temporarily shrinks the character collider size and allows the player to move very quickly in a specific direction. Dodge rolls cost stamina!
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Andy @anba.dev · 16/12/2025
Just a cool shot from the combat devlog :)
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Andy @anba.dev · 16/12/2025
Most attack animations are purchased animations, which in most cases have been refined using the software Cascadeur and adapted to my character.
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Andy @anba.dev · 16/12/2025
Simple, physical enemy attacks can be parried. As the game progresses, you not only stun the enemy for a brief moment, but you can also perform a powerful counterattack.
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Andy @anba.dev · 16/12/2025
Some more interesting gamedev insights about creating the combat system in Velkyn ⚔️
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Andy @anba.dev · 15/12/2025
Visualization of the first enemy pathfinding implementation. I'm using A* for the pathfinding in Velkyn.
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Andy @anba.dev · 15/12/2025
The bow is probably not the right choice for this distance :'D
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Andy @anba.dev · 15/12/2025
If you approach enemies from behind and stay quiet (crouching), they won't notice you and you can launch a surprise attack.
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Andy @anba.dev · 15/12/2025
I have tried to implement the field of view as realistically as possible. If the character is partially covered by the environment, the detection sensor reports a partial detection. Only when a certain threshold of visual exposure to the sensor is exceeded, the visual contact logic gets triggered.
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Andy @anba.dev · 15/12/2025
Enemy detection is triggered (depending on the enemy type) by visual contact, noises, or caused damage. For visual contact, there is an appropriate indicator when you approach the enemy.
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Andy @anba.dev · 15/12/2025
My goal was to create a very dynamic combat system. Good and fair hitscans and in addition to classic dodge and parry actions, I also want to incorporate the parkour elements of Velkyn.
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Andy @anba.dev · 15/12/2025
2025 Dev Recap on the progress of the combat system for my indie game Velkyn. Creating an action combat system is like solving a puzzle. Except each piece needs to be precisely cut first 😅
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Andy @anba.dev · 31/10/2025
Quick heads up for anyone interested: I've rebranded from anbagames to endeetree, so you can find me under that name on social media and Steam from now on. If you're curious why I made the switch, here's a short update video about it 👇
The Endeetree logo shows a tree icon next to the lettering "endeetree"
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Andy @anba.dev · 10/10/2025
Another unforgettable gaming moment thanks to perfect audio placement: When you put on the suit in Half-Life 2 and Hazardous Environments starts playing.
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Andy @anba.dev · 07/10/2025
Okay, Tears of the Kingdom is controversial, but ever since I jumped into the Depths for the first time not knowing what to expect and that damn HORN blared in total darkness, no other video game has given me such chills. Good sound design makes all the difference!
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Andy @anba.dev · 03/10/2025
Currently patching Cloud Escape, my first commercial Unity game from 2021, due to today's new CVE alert. This sucks so much. I don't even wanna know how many devs WON'T patch their old games. 🤣
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Andy @anba.dev · 30/09/2025
Ever since I was a kid, I wanted to make games and this piece of software was my first step! What was your first step?
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Andy @anba.dev · 18/09/2025
I think it really is time for a rebranding...
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Andy @anba.dev · 05/09/2025
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Andy @anba.dev · 24/08/2025
Stone Tower Temple has the best temple music track of all time, change my mind
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Andy @anba.dev · 03/08/2025
Ready to spread your wings? A new Velkyn devlog about the raven form, transformation, and the open world is out now! I put a ton of work into this one and would love if you gave it a watch! 😊🩷 #gamedev #indiegame #indiedev
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Andy @anba.dev · 28/07/2025
Currently working on a new devlog video for the Raven controller. Once again putting way too much time into it, but hey, I'm having a blast #gamedev
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Andy @anba.dev · 18/07/2025
Me, looking at my “progress” while my fellow indie devs actually release stuff #gamedev
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Andy @anba.dev · 15/07/2025
I've added a full auto setup 😊❤️
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Andy @anba.dev · 14/07/2025
Modular ladders + positioning tool. You have no idea how much time this is going to save. Sometimes I really love editor scripting 🤣 #gamedev
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Andy @anba.dev · 11/07/2025
I love the view from up here ❤️ (Please ignore the WIP state of the island 😅) #gamedev #indiedev #indiegame
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Andy @anba.dev · 09/07/2025
Flying over real terrain hits different #gamedev #indiegame #indiedev
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Andy @anba.dev · 07/07/2025
Improved the in-place transform as well ✨ #gamedev #indiedev #indiegame
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Andy @anba.dev · 06/07/2025
Reduced the flashing during transformations a lot. What do you guys think? #gamedev #indiedev #indiegame
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Andy @anba.dev · 05/07/2025
Improved the transform a bit #gamedev #indiegame #screenshotsaturday
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Andy @anba.dev · 04/07/2025
Transformation into raven form while standing (so you don't go straight into flight mode) Yeah, the transformation isn't cool yet. That's coming next, promise! #gamedev #indiegame #indiedev
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Andy @anba.dev · 03/07/2025
New stamina wheel! I love how in Zelda the current stamina usage is shown in red for a bit before disappearing. Makes it easier to read and estimate the remaining stamina. Tried a linear stamina bar for a while, but I think a wheel is the way to go! #gamedev #indiegame #indiedev
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Andy @anba.dev · 02/07/2025
Finally added the transform mechanic! Cool or nah? Still needs some fine-tuning and juice tho #gamedev #indiegame #indiedev
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