Acissathar
acissathar.bsky.social
Acissathar
@acissathar.bsky.social
I like making game projects that go nowhere :)
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
October 23, 2025 at 4:01 PM
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
October 18, 2025 at 7:41 PM
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.
October 16, 2025 at 11:05 PM
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
October 3, 2025 at 3:01 PM
R/S/E and Golden Sun get the love they deserve, but I remember sinking the most hours into Monster Rancher Advance 2.
October 2, 2025 at 7:16 PM
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
October 2, 2025 at 7:05 PM
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!
September 10, 2025 at 10:07 PM
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
September 10, 2025 at 5:11 PM
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
August 4, 2025 at 3:25 PM
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
July 30, 2025 at 9:05 PM
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)
July 29, 2025 at 11:19 PM
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
July 13, 2025 at 12:31 AM
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
July 6, 2025 at 5:06 PM
Just realized I attached it as an image rather than a gif, oops. This is what it was supposed to look like :p
June 24, 2025 at 1:50 PM
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
June 23, 2025 at 4:53 PM
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
May 23, 2025 at 9:29 PM
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
May 2, 2025 at 6:32 PM
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
April 13, 2025 at 12:12 AM
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
April 8, 2025 at 8:08 PM