Panthavma
@panthavma.bsky.social
1.4K followers 640 following 110 posts
Final year PhD student in stylized line rendering for videogames! I make rendering and gamedev tools in my free time... And mecha fighting games! https://panthavma.com
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panthavma.bsky.social
AI can't handle my glitched move
#moltenwinds
panthavma.bsky.social
I'm gonna start playing with the system mechanics, so it's good to get to know the debug UI so you know what's going on!

The main mechanic of MW is its leveling system, so the maximum HP and MP change during the match! You can see the difference between lvl 1 and 10 here.
panthavma.bsky.social
A tale of souls and swords, eternally disarmed on defeat
panthavma.bsky.social
What I like about Molten Winds is the restraint of the design - I only have two buttons so attack slots are limited, making for a more focused, pure and simple game.

Anyway here's a 7 attack rekka that takes only one slot and needs a resource to activate.
#moltenwinds #gamedev #fgc
panthavma.bsky.social
Late night addition... characters now drop their weapon on death. No real reason, I just thought it would be funny / cool. Everybody has a unique weapon of sorts, so it's universal.
panthavma.bsky.social
The fun part of making some moves easier is that you can find stupid combos

Anyway another character added to the prototype, the speed of iteration allowed me to find the fun in a few days even though I was stuck in how he would play! Highly speed focused as you can tell.
#moltenwinds #fgc #gamedev
panthavma.bsky.social
Thanks! Fighting / action games tend to be very kinesthetic I find, so while you don't need the models and final anims, you can't really prototype without an animation of some sort that approximates the action.

A lot of devs I talk to end up going directly for the final art for that reason!
panthavma.bsky.social
It's incredible to have the complete regular moveset in two days dang, and this guy has like twice the moves of others!
Yesterday's combo with actual mechanics, you can only use it at level 8 as an anchor but it's a strong fullscreen confirm! I'll show individual moves later.
#moltenwinds #gamedev
panthavma.bsky.social
So uh new workflow is pretty efficient... 19 attacks in one day lmao, that's half his moveset! Including his custom mechanics! All playable!

Returning characters end up a lot saucier than I expected, Aster's gonna be a menace at high levels
#moltenwinds
panthavma.bsky.social
Will have to see, it's very efficient for sure but my 3D animation also is very fast. I think it will be useful to explore movements and weapon details before locking in a model and rig

I think if I do a focused session and make a first pass with this I'll be able to iterate earlier and for longer!
panthavma.bsky.social
Added a fast workflow to takes simple krita layers, fills up the transparency, and automatically makes them into Castagne spritesheets and imports them into the engine!
Should help quickly prototype character ideas
panthavma.bsky.social
Castagne v0.56.01 release ! (unstable branch)

Adds AI mostly, which is cool

#castagne #fgc
panthavma.bsky.social
Castagne now has a real AI system! It's gonna stay simple / manual for a while, but you can randomize strings and react to distances / blocking.
See it in action here! It's doing a string on block and combo on hit!
#castagne #fgc
panthavma.bsky.social
That's one character almost done, it's time to prepare for the next one... still iterating a bit on that design
#moltenwinds #fgc
panthavma.bsky.social
Castagne v0.56! Now you can make your fighting game, with less bugs! And more ease of use.

castagneengine.com/changelogs/v...
panthavma.bsky.social
Wind is now on all anims! Here's another combo to show it

Also showing the other options after the knee strike. Character has a pretty complete moveset now, will have to choose between taking a break from it or adding the rest
#moltenwinds #fgc
panthavma.bsky.social
Thanks! I was actually dubious about that since it's a bit rigid / done quickly, but I think I just spend a bit too much time in it lol
Just got the throws and the alternative specials to go before having a full character!
panthavma.bsky.social
Still WIP, but the moveset is now rounded out! Recapture into a knockdown and 2 OTG hits for good measure!

Still have to polish and put the wind in, but it's got some good flow!
#moltenwinds #fgc
panthavma.bsky.social
Thank you! I'm glad it's getting together, I hope it will be a great game in the end!
panthavma.bsky.social
Finally added wind to a more complex attack, Ourania's 8M. Good for ending blockstrings and combos. The dynamic wind affects mostly the end which is a sustainable way to add it.

+ bonus combo because I really like the OTG even if it has no wind lol
#moltenwinds #fgc
panthavma.bsky.social
Thank you friend, I hope we both have good days ahead!
panthavma.bsky.social
Kinda same, job got me two burnouts in a year but I'm out of there now, free to pursue those projects! Just gotta get life in order a bit.

I've also worked on dynamic lighting (old screenshot), I think together with the wind it will make fights and story scenes really pop!
lighting system comparison
panthavma.bsky.social
Hey Flynn! Long time so see, how are you?

Yeah it does! I hope to add dynamic reactions (like an explosion blowing) that should make it more impactful beyond a simple background wind
panthavma.bsky.social
Now that I've got basic animations WITH wind, it's unreal how smooth it feels. You immediately notice when it's missing.
Gonna be a strain on animation time, but I think it will be worth it in the end!
#moltenwinds #fgc
panthavma.bsky.social
More Voxel VFX progress, I feel it's working quite well now! I think I'll validate this direction

Also featuring a unique combo now that the cancels are properly implemented but not the knockdown yet lol