Lisa 🏳️‍⚧️ Lunistice OUT NOW! @deke.studio · Nov 11

Okay, so I haven't talked about it much, but I think the gameplay framework I've been working on is close to being in a usable state! And while it may not look like much it does some really neat things, especially for its character controller! A little 🧵 with some details.

195 likes 5 replies

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Replies

KarbunclePrime · Nov 12

Something I heard when it comes to making a game, first just make it, then you can make it look good. This is an amazing display of mechanics here, you definitely have great bones laid out! Good job and best of luck!

JadeTheHobo · Nov 11

The way certain airborne actions stop your character feels weird to me but I’m just watching so idk

Celio Hogane (Commisions Open) · Nov 11

is the character model made by you or some default one you found somewhere? Cause im curious about it's wireframe.

Lisa 🏳️‍⚧️ Lunistice OUT NOW! · Nov 11

I call this thing "CharacterActionSystem". It's a fully stateless way for handling characters! Meaning instead of setting up rigid connections in a finite state machine, I can define independent actions that handle their own logic and output their own desired velocities.

Birds Probably - Check out Fortifend! · Nov 12

Recency bias but I see sword and air dodges and i think 3D Silksong-style combat