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Chris

@gamekombinat.com

You can hire this guy for your Unity games and all your PHP and database needs! Systems, gameplay code, editor tooling, backend stuff. Making Liha. Wishlist on steam! https://store.steampowered.com/app/1332820/Liha/ Solo Developer from Germany.

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Latest posts by Chris @gamekombinat.com

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Took some time to make new artwork for Liha. Fresh out of the oven! It's still warm.
6 DOF procgen shooting game sounds like your jam?
Check it out on #steam
store.steampowered.com/app/1332820/...

#gamedev #indiegames

24.02.2026 17:24 ๐Ÿ‘ 13 ๐Ÿ” 4 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
The PC sourceport of DXX-Rebirth running on a Retroid Pocket 6

The PC sourceport of DXX-Rebirth running on a Retroid Pocket 6

Descent on the Retroid Pocket 6

15.02.2026 20:29 ๐Ÿ‘ 42 ๐Ÿ” 6 ๐Ÿ’ฌ 4 ๐Ÿ“Œ 0
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But I'm not just nagging. I have a layout-stable solution.
In case you are interested. It's Kombinat Approved โœ…
gist.github.com/damagefilter...

10.02.2026 11:04 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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That is production ready layouting with ui toolkit. Unitar Approved โœ…

10.02.2026 10:45 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

I have an answer to that. But I couldn't find any relevant resource. Best I could dig up was a master thesis about using neural networks to decide on properties.
Which is a cool way to do it. And technically impressive.
But if you're looking for something more deliberate not the right choice.

10.02.2026 09:11 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Many people talking about how to visually assemble random weapons (or other things).
A lot rarer are they talking about algos to generate useful sets of properties for that.
Like - sure use attachment points to assemble weapon parts.

But how do you define what that weapon even is or does?

10.02.2026 09:08 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Working on a new weapon system for Liha (still). And it kinda was part of the plan. But now enemies have a greater variety of weapons as well.

Idk. I guess I forgot about that part during that quite extensive open-heart surgery. And now I can feel it and it's pretty awesome

08.02.2026 10:47 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

There's just something magically mystical about red, green, blue and yellow books. I can't help it

03.02.2026 18:02 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Awh. Flash 8 was peak Flash imho

03.02.2026 16:38 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

I just hate it so much that every "modern" app wants to start with the PC.

It's the motion blur option of desktop applications man.

And it's on by default. Stop that shit

03.02.2026 16:13 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Dropping by real quick to leave a sign of life.

Still here. Still VERY MUCH working on Liha.
I'm cooking up some tasty bits.
Don't you go anywhere! Not too long now. (Not a release. But it's still gonna be good)

28.01.2026 15:12 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Sure hope refactoring the weapons system will be quicker than the world gen.
I need to make some headway with this game already

08.12.2025 11:06 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Since october ... yeah I've got distracted by other things. And it's gonna stay that way for a while yet. What with earning some actual money and all that to be able to eat and dump filthy amounts into my motorised vehicle.

But making progress!

08.12.2025 10:58 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

I think ima call the new world gen and mission generator good enough at this point.

Time to tackle a remodeling of the weapons system and then ponder about dropping realtime-csg into the project... because CSG is the ONLY way to build levels.
There is no fighting me on this one.
#gamedev

08.12.2025 10:54 ๐Ÿ‘ 4 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

To also say something positive. I do enjoy quite a lot that I can write UI in code.
No visual editors required and all.

I get that many people like visual editors.
But I prefer working in text form and it's really enjoyable that I can.

The Data Binding stuff is excellent as well

18.11.2025 11:08 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Okay. I found a solution. And it's fine. But it's kinda funky. Feels a bit sneaky to do it.

But hey. I guess that's also kind of what the CSS heritage brings to the mix lol

17.11.2025 18:49 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Nice project you had going there btw. It looked tasty!

17.11.2025 18:47 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

I figured out a solution to my issue
Names of panel settings assets act as IDs I can use to address and override dropdown element classes.

Sure, I can agree with that.
But does it have to be that weird?
Can I not just define a set of specific classes where I create the popup field? Damn ...

17.11.2025 18:46 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

It's not as bad as I make it sound. But it's always the little things, you know?
Now I can attach a stylesheet to about anything but not to the menu of a popup field.
I mean... come on now.
And its's just so disappointing. It's basically good. But then you get things like this.

17.11.2025 18:08 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

You know what? I take that back.
It's fucking half-baked like the damn rest.

Everytime with the disappointments, man.

17.11.2025 17:59 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Took some time today to check out unitys UI Toolkit API.

Gotta say. Very tasty stuff.
Very tasty indeed.

17.11.2025 16:49 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Oh my. I didn't think this was going to be a horror game ๐Ÿซ 

12.11.2025 22:41 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Sure enough. It totally does look weird xD
The first model also kinda looked funky.

But if it further improves my ability to play shooty mc pew pew games on my couch, I'll take it :D

12.11.2025 19:53 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Steam Machines and Frames are nice and all. But I'm so looking forward to that new Steam Controller.

I loved the first model. The new one looks like it'd be perfect for my sasquatch mittens.

I definitely will find out once I can get a hold of one of these

12.11.2025 19:34 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I have two of them and I love em. Playing Thief on these was so incredibly comfy. Good times

12.11.2025 19:32 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

In fact.
I could probably use that to speed up module/module overlap tests (that operate on the SDFs). But it's already pretty fast so ... eh.

06.11.2025 15:50 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

It appeats that this diversion path technique wasn't going to suffice. It would sometimes use transit elements where the exit connections would point to existing geometry.

So I now rasterize the modules SDFs into a coarse world space grid to allow cheap look-aheads when placing modules.
#gamedev

06.11.2025 15:49 ๐Ÿ‘ 6 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

I did add a little diversion path in case the graph cannot be resolved spatially. Ie. there ain't no room to put a module.

This uses small transit elements to move the execution to a spot where there is space.

And it is wild (but plausible) ๐Ÿ˜‚
#gamedev

05.11.2025 00:28 ๐Ÿ‘ 7 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 1
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The level isn't functional yet.
But the graph generates pretty things now. And it's very controllable.

Incidentally, this also fixes the issue of level segments being open so players could get out into the void.

#gamedev

05.11.2025 00:25 ๐Ÿ‘ 9 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 1

I wasn't happy with the junk I produced on my own, after all, and seeked help on the interwebs.
Which means I watched youtube videos, hoping to find somebody that knows more about that topic than I do.

Found @theshaggydev.bsky.social s videos.
Highly recommended! Thanks for making them!

04.11.2025 17:16 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0