Taconite
banner
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
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
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
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
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
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
Going back to my snoots

#gamedev #indiegame #fps #indiefps #unity3d
October 23, 2025 at 2:34 PM