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/
Pinned
After 6 months of awesome work,
𝑁𝑖𝑏𝑖𝑖𝑛𝑔 is launching this Sept.!

Check it out along with 4 other indie games from Michigan devs as part of the @locallysourced.bsky.social anthology 2!

Check out our steam page at:
store.steampowered.com/app/3938610/...

#gamedev #indiegame #steam #majorupdate
Reposted by Taconite
Attention Indie Devs!

I just need 15 seconds ... of your game footage! A lot of people jumped on the 15s video trend, so I thought it would be cool to make a compilation to help indies get some visibility.

The anti-spam key is "kook".

lonewulfstudio.com/indieshowcas...
Lone Wulf Studio 2025 Indie Showcase Submission
Submit 15 seconds of game footage from games you worked on in 2025!
lonewulfstudio.com
November 11, 2025 at 3:53 AM
Reposted by Taconite
Tomorrow is the big day! #DieForTheLich
Check out our new keyart 👀

Streamers and YouTubers, hit me up if you're looking for a key to this innovative new roguelike deckbuilder!
store.steampowered.com/app/3415570/...
November 9, 2025 at 4:54 PM
Neat
November 9, 2025 at 5:32 AM
Reposted by Taconite
Indie Game Roundup (November 8, 2025)
virtualmoose.org/2025/11/08/i...
November 8, 2025 at 4:09 PM
Reposted by Taconite
Adding the vision checks meant that the old "store in texture" version needed to be upgraded.

The data itself wasn't bad, but storing it on disk took a couple of versions. Best of all, it compresses into basically nothing!

#gamedev #indiegame #unity3d #solodev
November 8, 2025 at 2:22 AM
Reposted by Taconite
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
Reposted by Taconite
Die For The Lich just hit Popular Upcoming

OUT IN 2 DAYS!!
store.steampowered.com/app/3415570/...
November 8, 2025 at 4:41 AM
Adding the vision checks meant that the old "store in texture" version needed to be upgraded.

The data itself wasn't bad, but storing it on disk took a couple of versions. Best of all, it compresses into basically nothing!

#gamedev #indiegame #unity3d #solodev
November 8, 2025 at 2:22 AM
Reposted by Taconite
Lastly, action games are highly-concurrent, formally an intractable series of interlocking differential equations without closed-form solutions. So we use numeric approximations, which in variable timesteps introduce intrinsic RNG . So high-level players cannot reliably "reach the ceiling."
November 7, 2025 at 6:49 PM
Reposted by Taconite
Code is cheap. Of course this is a nuanced topic but I generally feel this way.
November 7, 2025 at 6:44 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
Reposted by Taconite
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
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
Do folks have suggestions for heuristics for NavMesh distances? Need a way to know which destinations are "close" without actually running the calculation...

Just using eucliean distance keeps having them choose points on the other side of walls...

#gamedev #indiegame #unity3d #solodev
November 4, 2025 at 2:53 AM
Missing cohost rn...
November 3, 2025 at 7:49 PM
Reposted by Taconite
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
Made egg drop soup for the first time. It's pretty simple, just egg + drop
November 2, 2025 at 2:12 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
It's nice watching old movies
cause that shit actually
happened sometimes
November 1, 2025 at 3:50 AM
Change one letter, ruin a candy.

S&Ms
Change one letter, ruin a candy.

(Being a little creative, turning e's to O's)
Poops
Change one letter, ruin a candy.

Starwurst
October 30, 2025 at 4:52 PM
Reposted by Taconite
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
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