Birdmask Studio
banner
birdmaskstudio.bsky.social
Birdmask Studio
@birdmaskstudio.bsky.social
Birdmask Studio is a brother-and-sister indie dev team based in the UK, that focuses on making Active Ragdoll games for Steam and http://Itch.io
Pinned
New Game 'It's A Boss Fight: The Wolf Lich' out now at @itchio!

birdmaskstudio.itch.io/its-a-boss-f...

Try the web demo now and purchase for 20% off during its first week!!!

#indiegames #NewRelease #indiedev #ragdoll #gaming_news #gamedev #solodev
It's A Boss Fight: The Wolf Lich by BirdmaskStudio
A one-on-one boss fight, with 3 stages, Magic, Hidden and Feral
birdmaskstudio.itch.io
Got the basics environment tools and editing done for now.

Next well be the basics for fixtures and props. Once they're in, I can finally start the coding of the pet AI.
#unity3d #gamedev #videogames #solodev
November 3, 2025 at 2:46 AM
Going to be a bit before all the layers are coded in proper, UI and such... but for now... still pretty fun to doodle in.
#unity3d #gamedev #videogames #solodev
November 1, 2025 at 12:17 AM
I may have overengineered the grass effect for the needs of the current game... looks cool though.
#unity3d #gamedev #videogames #solodev
October 31, 2025 at 12:20 AM
It has been a while since the last post here huh...

Summary, can hold sword now, working on code to interpret joystick input for attack states, motions and player movement.

Aim is currently to fast track the main combat actions.
#proceduralAnimation #gamedev #videogames
October 7, 2025 at 3:08 AM
Well now it's back to doing really fiddly, complicated code so I can do things simply later...

Any time brain, you can switch back on... this is going to take a bit to get back into the swing of things.
August 18, 2025 at 12:39 AM
One the plus side, the design is at the point when even if it's a glitch, it still kind of moves nice, that's a vast improvement over past systems.
#proceduralAnimation #gamedev #videogames
July 31, 2025 at 9:27 PM
Going through the DvDs I missed after my first go of the Columbo series, turns out the first pilot was one of those.

It's so strange seeing this, clean suit, combed hair version of the man after the other 10 seasons

Nothing to do with game dev, just really like Columbo now
July 29, 2025 at 9:42 PM
Quite the upgrade from yesterday.

Better anchoring and point priority effecting the center.

Next, is the more subtle motion... and twisting... I don't look forward to coding that, but it'll allow me to do so much more once it's in.
#proceduralAnimation #gamedev #videogames
July 27, 2025 at 10:16 PM
I'm now working on the 'puppet' system my code will use as the input to direct the actor.

The hope, is to work out which puppet part has priority, and adapt the pull and pose across the actor.

We'll see how it goes.
#proceduralAnimation #gamedev #videogames
July 26, 2025 at 11:50 PM
As part of my effort to get to playable content, I'm taking the time to port my older phy animation system to the new one.

I've got the one to one working in the new system, so now I'll be able to start mixing and matching from both!
#proceduralAnimation #gamedev #videogames
July 13, 2025 at 3:34 AM
www.youtube.com/watch?v=ovXh...
Then the progenitor of the current set up where I started to move to mixed rigidbody ragdolls.

Great state managers on these two, just a bit hard to code new motions for, which is what I'm solving in the new model.
#proceduralAnimation #gamedev #videogames
Ragdoll Update - A lot more Fancy Moves
YouTube video by Birdmask Studio
www.youtube.com
July 7, 2025 at 3:45 AM
www.youtube.com/watch?v=TxG2...
I'm fully going down memory lane on my old systems.

Days with dino, great animation and motion with this character...

But was also where I learnt ragdoll systems that look great on robot joints, not so well covered meshes.
#proceduralAnimation #gamedev #videogames
Teaching A Baby Active Ragdoll T-Rex To Walk - Days With Dino - Indie Devlog 01
YouTube video by Birdmask Studio
www.youtube.com
July 7, 2025 at 3:41 AM
The recent progress has me looking at some of my old prototypes.

A look at gen 3, back when I was still doing full rigidbody agents.

Didn't work out in the end, but still love these early tests video, well see if I can't do this with the new one.
#proceduralAnimation #gamedev #videogames
July 7, 2025 at 3:28 AM
It took so so long! To get twisting and rotating the torso to not glitch out, but I got it!

And reaching targets with the arms, still propagate down the body even when upside down yay!

...This guy has some major core strength.
#proceduralAnimation #gamedev #videogames
July 7, 2025 at 1:10 AM
The script is now broken up into swappable modules, so I have far more control and the arms are better yay!

Downside... it highlights the wobbly torso, can't put that off any longer, so next is giving this guy a proper spine.
#proceduralAnimation #gamedev #videogames
July 5, 2025 at 10:50 PM
Did a test today. The actor picks random points in front of himself to point his torch at.

So this is no input from me, how the current set up handles just randomly looking around by itself. #proceduralAnimation #gamedev #videogames
July 2, 2025 at 4:00 AM
First test at having the arms effect the torso.

By increasing the right arm's influence, I can start to animate the whole upper body, just by moving the right arm's target point.
#proceduralAnimation #gamedev #videogames
June 30, 2025 at 3:20 AM
Getting twist motion into the spin. Just coding the logic for it's acceleration, and deacceleration and wobble.

Now it's there, I can start coding things like arm movement to effect it, for easy whole body posing, with minimal input.
#proceduralAnimation #gamedev #videogames
June 27, 2025 at 11:06 PM
It's going to be a while more building up these foundation parts, but all signs are pointing, I'll be able to do some wild stuff once it all fits together.

Looking forward to it, though I can enjoy the build process till I get there.
June 18, 2025 at 12:21 AM
And also showing how the upper body react to external pushing and movement.

All the parts are holding up pretty well even with just the static default settings.

Feeling optimistic I really have something stable this time.
#proceduralAnimation #gamedev #videogames
June 18, 2025 at 12:19 AM
Not true prop interaction, but I couldn't resist dropping a sword on the guy, and at least seeing what happened.

This well work even better, once I code a two way connection between the torso and arms, but even this isn't too bad.
#proceduralAnimation #gamedev #videogames
June 18, 2025 at 12:16 AM
This is what I do instead of playing AAA games... oh well.

I now get to start the juicer bit of this system, twisting. Getting closer to full torso animation.

Once this is sorted, we can finally start looking at the arms interacting with and holding props.
#proceduralAnimation #gamedev #videogames
June 17, 2025 at 2:42 AM
Finally got the hips & torso leaning IK working AND a collision interactions between my fake physics, and Unity rigidbodies.

Now, it's adding twisting into the spine IK, and torso physics that drive it, then the real fun stuff can start.
#proceduralAnimation #gamedev #videogames
June 16, 2025 at 3:00 AM
Almost got the logic all sorted for hip to chest bends... after this, is code clean up... and then making this work in reverse, chest to hip bending.

At least wiggling it is fun, the character rigger's sacred joy.
#proceduralAnimation #gamedev #videogames
June 3, 2025 at 3:07 AM
One thing I like about the work I do, is when I say 'Oh God I Broke My Spine!'

The statement is true... technically.

Almost got the spine and hip #proceduralAnimation poser done, got the logic all worked out at least.
#gamedev #videogames
June 3, 2025 at 12:28 AM