Thrown items now leave a fading trail for extra flair.
While in the air, rigidbody influence is disabled → landing spots are now fully deterministic.
That last bit is key for turn-based strategy: no more RNG bounce ruining your plan 👌
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Drag & drop is working smoothly, items picked up from the world show up instantly, and the ghost icon follows the cursor just right. 👻
It took some classic Unity UI pain, but it’s finally coming together 😅 More to come soon...
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Still rough, but already adds a nice bit of weight to interactions 😊
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They now trail behind the controlled character and smoothly track them with their gaze when nearby. 👀
It’s a small step and still kinda janky, but the party is starting to feel alive. ✨
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Got building floor culling working! Here's a quick video of a 3-story building where each floor fades out as I move 👀👇
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When triggered, they arm and detonate on their second round — giving the player a chance to react.
You’ll need to switch into turn-based to plan your escape, especially with two laser turrets covering the approach 💥
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