Implemented character and scene loading for new game. Set it up so that I can easily change the scene and character for testing purposes. The loading screen is using a mockup map for now, but I intend for it to show the world map. Now to move on to save/load logic. #indiedev #gamedev #madeinunity
05.03.2026 13:07
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Got the base state machine and view logic in place. Though getting the button highlight logic to work was a tad annoying due to execution orders with the event system... Now to work on Save data and manager scripts so that those buttons can actually do things. #indiedev #gamedev #madeinunity
02.03.2026 19:22
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WIP title screen with a placeholder "Eris Project" logo.
Been focusing on bug fixes, however I have began working on UI designs. Here's a sneak preview of the title page so far. Also spent time finalising my games name and logo, but don't want to reveal that just yet, so using a placeholder for now. #indiedev #gamedev #madeinunity
27.02.2026 19:54
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Now with improved animations and transitions. Though I just noticed a glitch I need to fix when I initiate free climbing after a wall jump... (Eris dips too far down for a frame). #indiedev #gamedev #madeinunity
17.02.2026 23:48
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Began working on the wall jump logic. Core logic is fully working. Just need to fine tune some parameters and functionality. Could definitely use some better animations, but that's a task for much later on. Wall running will be next... not looking forward to that. #indiedev #gamedev #madeinunity
17.02.2026 18:28
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Opening the gate and stepping into the dungeon.
The calm before everything goes wrong. #gamedev #indiegame #gaming ForgottenBlood is coming in March :)
14.02.2026 10:13
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Reworked the camera logic a bit so that I can support multiple CineCamera setups (Standard, group and aiming). Also needed to implement a custom pan tilt script to support the style of aiming I wanted. Slow progress, but getting there. #indiedev #gamedev #madeinunity
14.02.2026 14:40
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It is now possible to satiate your thirst for destruction in Temple Maker 64
๐ฃ๐ฅ๐๏ธ๐๏ธ๐ฅ๐ฃ
#indiegames #zelda #nintendo64
10.02.2026 17:43
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Bow is very close to completion. Just a few things to finish or polish. Like auto lock on aiming, smoothing, projectile trails, better projectile impact positions and a crosshair. #madeinunity #indiedev #gamedev
10.02.2026 11:52
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Thanks, she took a lot of time and iterations before I landed on this design ๐
04.02.2026 22:27
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That just just a quick and dirty gameobject instantiation. Though a particle effect would definitely be much more efficient
04.02.2026 22:26
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Attack ability refactor finished and now supports primary and secondary equipment forms (Sword slash vs Bow aim and fire). Still a lot of work to do on the bow ability, but the ground work is pretty much there! #indiedev #gamedev #madewithunity
04.02.2026 22:04
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Solved! In case anyone else has a similar issue, it was my animation import settings.
For example my walk cycle animations were 30 frames long, but the unity import range settings were set to 0 - 30 frames, which is actually 31 frames! Changed to 0-29 and is now perfect with no spikes.
02.02.2026 00:38
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Scaled down the visuals and it is now very obvious the cause... it's when the walk cycle loops. You can see the spike occurs just as the right foot is about to pass the left (the loop point) and that the frequency increases as we progress from walk to run cycles... Least it's not the code!
02.02.2026 00:28
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I was partially wrong. Dampening off just masks it. I made a visual debug of the root motion velocity and there seems to be a spike every 25 fixed frames. Which happens to be around half a second. Need to cook on this a bit more, but at least I can visualise it now. #gamedev #madewithunity
02.02.2026 00:17
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Hmm, comparing it with other root motion third person controller packages that I've collected over the years... it might be more of a cinemachine dampening issue... Replicating my cam setup in the demo scenes produces the exact same issue... But if I remove any form of dampening... issue is gone
01.02.2026 22:32
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Just noticed an annoying character/cam stutter that is only really visible from the side. Video shows root motion driven physics in the first half and non-root driven physics in the latter. Seems using the delta position from the animator is what is producing this... rather aggrevating... #gamedev
01.02.2026 21:45
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Been slowly working on the bow and arrow logic. Got the weapon form switching logic working... but soon realised I need to refactor/rework how the attack abilities work so that it can support the seperate form and potentially different equipment types in future... #indiedev #gamedev #madewithunity
28.01.2026 19:44
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Block logic finished. They now fall to gravity and also check for valid character positions. Also moved to fixed animation increments instead of free movement as I wanted to avoid situations where players could create pit traps (though need new anims for this later) #indiedev #gamedev #madewithunity
07.01.2026 21:43
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I do plan to make the pull look more strenuous and unique. These are purely placeholder till I finish the overall core logic for the game, as I have no doubt I will need a better animation rig... eventually...
05.01.2026 12:47
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Been adding the ability to move/rotate interactables like blocks and hinges. Need to add player related checks for collision and falling, but pretty much working. #indiedev #gamedev #madewithunity
04.01.2026 20:05
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One of the things I've been meaning to do for a while is to split Eris's animations into NLA tracks and export them as seperate FBXs. Seems to work quite nicely. Another bonus is I can export specific ranges of my animations for easier maintenance.
#indiedev #blender #unity
30.12.2025 21:54
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Fixed the arrow feathers. Less lines and is now sharing the hair properties. This time a spin around in a test environment (this is a store asset for visual tests). I think I will do some environment concepting next (I'm totally am not putting off programing...) #indiedev #gamedev #unity #blender
18.12.2025 19:16
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Bow equipment textures are now complete. Happy with most of it, but the feathers on the arrows need reworking as the lines are too think looking. #unity #blender #gamedev #indiedev
17.12.2025 22:24
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Just a mockup of the inner workings of the sword/bow. Adding a hidden bridge in the guard to serve as the mechanism for the transformation. Also mocked up the arrows and quiver. Going with a needle look for the arrows to match Eris's overall design. #indiedev #gamedev
13.12.2025 19:54
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I've decided to go ahead with it. Just need to tweak the inner part of the sword to allow for the transformation now...
13.12.2025 00:43
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Can't argue with that logic!
13.12.2025 00:42
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Funny you should saw that. One of the early concepts was a lance/javelin as her main weapon before I shifted to sword and shield.
13.12.2025 00:41
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