Andy @anba.dev · 3hWow, the main menu scene runs super smoothly. Sure, it looks a little jagged here and there, but wow, i'm positively surprised! 000
Andy @anba.dev · 3hBuilding my first standalone Steam Frame test build right now. I'm really curious to see how badly everything will run (my game's optimization still has a lot of room for improvement, haha) 🤣 110
Andy @anba.dev · 07/08/2026Just commissioned a small soundtrack for my own video game for the first time. Feels good! 040
Andy @anba.dev · 15/07/2026Raven WIP. No, you’re not allowed to know my secret workflow. #gamedev 071
Andy @anba.dev · 11/07/2026But if I can be reflective for a second: I'm just doing whatever I feel like working on right now, and I genuinely look forward to launching Unity every single day. And none of these projects are canceled, which I also think is a good thing :) Will drop a few infos on the projects soon! 020
Andy @anba.dev · 11/07/2026A quick moment of honesty: I've been working with Unity since 2017, and until last year I stuck to a strict one-project-only policy. Right now I'm at 3 projects, and it feels bad to even write that down. But ... 120
Andy @anba.dev · 22/06/2026Canceling an Adobe subscription: - The sub page loads way slower than the rest - Canceling the sub is the only option visible only by scrolling - To verify it’s a real request, I have to enter my password (again) - I get offered other services first before I can actually cancel 180
Andy @anba.dev · 21/06/2026I know it’s totally unrealistic, but it would be so sick if Nintendo dropped a third installment of the Zelda 64 series on the Virtual Console. Same treatment as Majora’s Mask: reuse a lot of the existing logic and assets and go for a new adventure. 140
Andy @anba.dev · 04/05/2026Spam clicking the buggy "Continue" button to purchase the Steam Controller felt wrong. I was scared they would lock me out of my account. But it worked :D 060
Andy @anba.dev · 04/04/2026Is it weird to listen to the Nightmare Before Christmas soundtrack in April? 130
Andy @anba.dev · 23/01/2026You 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. 060
Andy @anba.dev · 08/01/2026You can tell you’ve mastered platformers lol First map in under half an hour? Not bad not bad 😅 010
Reposted by AndyCareware @careware.gg · 08/01/2026I checked out Cloud Escape by @anba.dev in the most recent episode of Careware and honestly had a blast! FULL VIDEO - www.youtube.com/watch?v=C_0k... #IndieGameDev #VideoGames #IndieDev 151
Reposted by Andyrita hatesville @ritatreats.bsky.social · 24/12/2025heads up that bluesky doesnt show posts from other languages by default on your timeline, and its cutting you off from a lot of the community go to bsky.app/settings/lan... and deselect any language from this setting, or else you might not see any of the new japanese users at all! 8175985603
Andy @anba.dev · 23/12/2025There 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. 141
Andy @anba.dev · 23/12/2025For 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 🤣 130
Andy @anba.dev · 23/12/2025I'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. 130
Andy @anba.dev · 23/12/2025The HUD is minimalist. Shot direction follows the camera's view, and the power meter only pops up when you hold the strike button. 140
Andy @anba.dev · 23/12/2025Since 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. 130
Andy @anba.dev · 23/12/2025In 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. 130
Andy @anba.dev · 23/12/2025For 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. 130
Andy @anba.dev · 23/12/2025Since 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. 130
Andy @anba.dev · 23/12/2025I 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. 130
Andy @anba.dev · 23/12/2025When 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. 130
Andy @anba.dev · 23/12/2025With 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 🧵 151
Andy @anba.dev · 16/12/2025A 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! 051
Andy @anba.dev · 16/12/2025The 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. 141
Andy @anba.dev · 16/12/2025The 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! 120
Andy @anba.dev · 16/12/2025Most attack animations are purchased animations, which in most cases have been refined using the software Cascadeur and adapted to my character. 120
Andy @anba.dev · 16/12/2025Simple, 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. 120
Andy @anba.dev · 16/12/2025Some more interesting gamedev insights about creating the combat system in Velkyn ⚔️ 161
Andy @anba.dev · 15/12/2025Visualization of the first enemy pathfinding implementation. I'm using A* for the pathfinding in Velkyn. 051
Andy @anba.dev · 15/12/2025If you approach enemies from behind and stay quiet (crouching), they won't notice you and you can launch a surprise attack. 130
Andy @anba.dev · 15/12/2025I 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. 140
Andy @anba.dev · 15/12/2025Enemy 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. 130
Andy @anba.dev · 15/12/2025My 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. 130
Andy @anba.dev · 15/12/20252025 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 😅 281
Andy @anba.dev · 13/12/20252025 is coming to an end and I feel like I haven't made much progress this year. So, I wrote up a little dev recap and honestly? Yeah, it could definitely be better, but I still learned a lot and got stuff done. 040
Andy @anba.dev · 13/12/2025Hey Kyle, I'm doing good. Hope you are too? Saw "The Free Shepard" at the Game Awards and immediately thought of Farewell North. I think I'll play that again between Christmas and New Year ❤️ 120
Andy @anba.dev · 13/12/2025Velkyn is still in active development. Been working on a dungeon and refined the combat system a little bit since the last devlog, but can't show anything new atm 😅 060
Andy @anba.dev · 13/12/2025I'm alive and took a break from gamedev. Got into multiplayer/networking in Unity out of curiosity and my little detour turned into something bigger 😂 I think I can share more soon. 290
Andy @anba.dev · 31/10/2025Vid here: www.youtube.com/watch?v=3NTf...youtube.comFrom anbagames to endeetree: Rebrand AnnouncementYouTube video by endeetree 051