Chris

Chris

@gamekombinat.com

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

719 followers635 following1.1K posts

Found it by combining a fast weapon with a slow one. I don't know what I expected but that seems fine 🤣 #gamedev #indiegames

It is, in fact, a normal rate of fire. As a surprise to nobody, the insanely fast frame component countered the slow barrel and we got something normal-ish

I'm a code hoarder. Have a field "PreviousPlayerNode" in the code that handles visual culling. I have never used it at any point in time since 2025. But I put it there 'cause "Gonna need it for something someday". That day has come. I'm needing it now lol Hoarde your code, people 🤣

Found a weapon in my game - where there are randomised weapons - and I don't know. Its name turned out to be Rattler. And it do be rattlin' #gamedev #indiegames #indiegaming #gaming

Chris reposted

So I went ahead and looked at what it looks like to collect powerups up to level 20... and uhm... there are rate-of-fire powerup. I feel like they need a little bit of balancing😂🫠 #gamedev #indiegames

So I went ahead and looked at what it looks like to collect powerups up to level 20... and uhm... there are rate-of-fire powerup. I feel like they need a little bit of balancing😂🫠 #gamedev #indiegames

Refactored the weapon naming gen. It will now generate names based on adjectives and verbs on the weapon parts. Was crazy and stupid before. Anyway. Had a machine gun called "Fast 13 Death Omens". Basically a sussgun that shot 13 shotgun pallets each time. Was empty in a heartbeat lol

Pleased to announce that, due to a bug I created, I can confirm that the level seed for Liha is still working as intended. Same seed produces the exact same level 🫠👍

My friends at Freedom Burger Games just released their game on Steam. American Cooking Simulator! It is PRECISELY what you would think it is. Guns, chaos and freedom burgers in a wild co-op! Go geddit. It's awesome! #indiegames #indiegaming #gamedev store.steampowered.com/app/3780530/...

store.steampowered.comSave 20% on American Cooking Simulator: Multiplayer on SteamCook with firearms in the most patriotic cooking simulation of all time! Team up in chaotic co-op shifts at Joe’s Freedom Burgers and experience an absolutely normal, definitely accurate version of Am...

That is your regular reminder that I have a furious anger growing inside of me, everytime I discover something perfectly hackable but then it's sealed. We should come to the agreement that sealing classes is of the devil and must be forbidden

Chris@gamekombinat.com

Why people you seal all their classes? I want to hack into them! Come on now

Hell, I'd be happy already if I could just override a virtual member. I don't even need all of it 🫠

Chris reposted

I'm wiggly wobbling. No idea if and what and if so when and where. But when and if, I either need to write some spider legs IK solver or try and make a rather complete set of animations to cover whatever it is, that I wanna do here 😂🫠

I would like to add to that, that I am not a particularly good animator. That can only be great 😬

Yeah. I think this would have to be animated. I don't think I can pull off some magical IK solving fast enough

This. This is what's a-comin. bsky.app/profile/game...

Chris@gamekombinat.com

Here's a fresh look at Liha, friends. I'm making all kinds of progress. Six-DOF shooting with maximum carnage. Enjoy. Hey, if you like this, source me a WL on Steam! bit.ly/4rAKXyo #gamedev #indiegames

Here's a fresh look at Liha, friends. I'm making all kinds of progress. Six-DOF shooting with maximum carnage. Enjoy. Hey, if you like this, source me a WL on Steam! bit.ly/4rAKXyo #gamedev #indiegames

Thinking about it, I came to realise that, during my "better missions" milestone, I decided to make even better better missions. I had the initial plan sorted out already but then iterated one more time. Game design ain't easy 🫠

I have to wonder. Why is the flingable unit not being flung? Despite the trace showing evidence to the contrary? Very ominous

It was being flung but one of the kill effects was wrong and disabled the colliders. There you go. It's flinging now \o/

Had I known that "better missions" implicated overhauling the entire AI system in Liha ... I had done it anyway. But I wasn't prepared lol And that concludes my word for the sunday

Finished a 4 hour debugging sessions, trying to find all the things that I broke while refactoring my ai. I am massively frustrated. But also feeling accomplished because as far as I can tell right now, everything is fixed. Felt for a second there, I needed to give up. Dang

And what I ACTUALLY wanted to do was to compose a special elite boss behaviour and then it derailed ... massively lol

Visual behaviour trees are cool and that. But have you tried building them in code? Unironically. Do try it. It's really good

Chris reposted

I found great use from Starter Packs so I thought I'd put my own together! It's basically a bunch of people who post their #gamedev progress for whatever they are working on. I find it incredibly inspirational! I tried to not have any a/i in it so let me know if there is. go.bsky.app/4mLnBDY

Time to finally improve Lihas enemies. First step: Enhancing the navigation data generator to find nodes that can potentially be used as cover locations. Using my SDF data for that again, simply testing the distances. It works really well. Red nodes are potential cover. #gamedev

Obviously, if any given node is a suitable cover location needs to be determined based on the current player location and line of sight and such things. But y'know. Simple. Yet effective.

Most importantly - I could just place these nodes manually. But the point is that I don't want to. And this way, I don't have to, either :D

If I ever wished for a Unity feature to be backported it would have to be the serialized dictionaries. Ofc. they have a history of not doing such things. But I'm just saying

The amount I struggled to get the line rendering between a lock & key pair ... Not so much building the line. It's more because I'm stubborn and I did not want to accept that my first attempt of getting the correct points simply wasn't going to work 🫠 #gamedev

I know, I know. This ain't exactly the newest and hottest stuff. Substance Painter and the likes exist for many a years now. But listen. I wear many hats and in some disciplines, I'm way behind. And that's fine. It's why I try learning new things on a regular basis!

Sneak peak at a new bunker element. This is going to be a bunker subset. Constituting drainage and sewer systems. Just one module of many. 90% of level geometry made with realtime CSG. Goes to show why this tool needs to survive, I feel like. #gamedev #indiegames

Took time to hunt for some bugs and annoyances in my level editing tool of choice, yesterday. That codebase isn't mine and it's huge and complicated and very old, originating many many Unity versions and years back. But dang, it's going swimmingly now. The UX, anyway. The codebase ... eeeh xD

Not all my work. There are some folks in the original repos issues, that keep dropping by, leaving fixes every now and then. Huge thanks to them. Of course, I also share my findings and fixes there