Taconite
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taconite.bsky.social
Taconite
@taconite.bsky.social
Game Dev and Math Nerd.

Making a couple projects:
- Physics-based archery retro-FPS
- Meditative canoeing game about learning First Nations toponyms for the Great Lakes region

https://taconitegames.itch.io/
More work on the vision approximation system. I'm able to get the data out, but the interpolation needs some work (there shouldn't be any discontinuities).

If anyone has a method getting barycentric coords based on angles, I'm all ears!

#gamedev #indiegame #fps #indiefps #unity3d #solodev
November 12, 2025 at 11:55 PM
Had a visitor
November 11, 2025 at 5:40 PM
Neat
November 9, 2025 at 5:32 AM
Adding the vision checks meant that the old "store in texture" version needed to be upgraded.

The data itself wasn't bad, but storing it on disk took a couple of versions. Best of all, it compresses into basically nothing!

#gamedev #indiegame #unity3d #solodev
November 8, 2025 at 2:22 AM
Hey #PitchYaGame, for the past 18 months I've been workding on 𝘚𝘩𝘳𝘪𝘬𝘦, a sword-and-sorcery retro-FPS!

⚔️ Fast and impactful combat
🏃 First person stealth and parkour
🎮 Gameplay inspired by Dying Light and Chivalry: Medieval Warfare

Follow here on Bsky for updates!
November 7, 2025 at 6:46 PM
Adding in pre-calculated vision approximations: each voxel gets 26 casts and the distances are recorded, totaling just 30 bytes per voxel!

Still need a way to query this, but this will help enemies choose sensible locations in combat!

#gamedev #indiegame #fps #indiefps #unity3d #solodev
November 6, 2025 at 11:04 PM
Due to a race condition in the initialization, you could occasionally kick your own ass.

Might consider this bug a feature 🤔

#gamedev #indiegame #unity3d #fps #indiefps #solodev
November 4, 2025 at 6:14 PM
My current version allows agents to query hundreds of potential destinations because they're just looking at precomputed data. Basically just a voxel grid with info about each area baked from the editor.

I'm hoping to maintain this general system, as it's already proven pretty useful...
November 4, 2025 at 5:09 AM
I'm not sure unity provides options for running searches on the NavMesh directly, everything just points towards the CalculatePath function, which the docs indicate is expensive to run.
November 4, 2025 at 5:04 AM
Fixing an issue with steps (that the NavAgent doesn't recognize) and added jumping/dropping to round out the humanoid movement.

Still need to update the animations to match, but this should be all the control systems done!

#gamedev #indiegame #fps #indiefps #solodev #unity3d #screenshotsaturday
November 1, 2025 at 4:05 PM
It's nice watching old movies
cause that shit actually
happened sometimes
November 1, 2025 at 3:50 AM
Well, they aren't exactly passing with flying colors,
but I'll count it as progress...

#gamedev #indiegame #fps #indiefps #unity3d #solodev
October 30, 2025 at 12:00 AM
Updating AI navigation in support of the new movement update.

Nav Areas can be masked in/out from destination selection, allowing states/actions to only consider relevant destinations.

#gamedev #indiegame #fps #indiefps #unity3d #solodev
October 28, 2025 at 3:55 PM
At least they're funny sometines

#gamedev #indiegame #solodev
October 28, 2025 at 3:48 PM
Remembering the reason for the season (watching Pumpkinhead (1988))
October 27, 2025 at 4:40 PM
Walks are good bc
you see good stuff
October 26, 2025 at 8:17 PM
Why do his boots have buttcheeks?
October 26, 2025 at 8:07 PM
Initial version of the updated humanoid movement, showing the automatic changes based on NavMesh area; locomotion, orientation, speed, can attack, etc.

His animator hasn't been updated, but imagine a BoTW style system.

#gamedev #indiegame #fps #indiefps #unity3d #solodev #screenshotsaturday
October 25, 2025 at 7:45 PM
Fun fact, it's a shape
October 24, 2025 at 6:03 PM
TODO: Make a snateboarding game

They have a little trouble in areas with tight corners, but that's just something to watch out for in level design. And hey, it's otherwise pretty resilient.

#gamedev #indiegame #fps #indiefps #unity3d #solodev
October 24, 2025 at 5:57 PM
The new movement update means that agents can automatically choose a mode of locomotion based on the NavMesh area!

Would benefit from some secondary motion, but this is a reliable base dovetails nicely with the other systems.

#gamedev #indiegame #fps #indiefps #unity3d
October 24, 2025 at 3:07 PM
Here's a peek behind the scenes

The snail is following a NavAgent (yellow sphere), and creates the armature (cyan, magenta) and then casts towards the surface (red), resulting in an averaged surface normal (yellow)
October 23, 2025 at 2:56 PM
Going back to my snoots

#gamedev #indiegame #fps #indiefps #unity3d
October 23, 2025 at 2:34 PM
I love refactoring I love refactoring I love refactoring I love refactoring I love refactoring I love refactoring I love refactoring I love refactoring I love refactoring I love refactoring I love refactoring I love refactoring I love refactoring I love refactoring I love refactoring
October 21, 2025 at 10:14 PM
As an example, this is how I've been setting my enemy animators; three layers, with most anims being played by name, then returning to an idle/rest state.
October 21, 2025 at 6:16 PM