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allcitykitty.bsky.social
@allcitykitty.bsky.social
Hobby game dev and bike enthusiast

🕹️ https://allcitykitty.itch.io
I was unhappy that in my ragdoll the feet would not stick to the snowboard. While trying to fix that, I made the worlds most complicated ragdoll controller. Was able to delete a lot of it, once I figured out what the real issue was. Now it’s just some clipping errors left to fix.
November 14, 2025 at 4:51 PM
I finally found what was causing an error with my rail system that eluded me for the longest time. Was looking in all the wrong places for it 🙈
November 10, 2025 at 4:26 PM
Still a bit wobbly, but I like where it’s going. Using animation rigging to separately move lower and upper body so the mech orientates towards where it aimes and moves. Fewer animation clips to stay on top of.
November 3, 2025 at 5:02 PM
Adding some animations. It looks more robotik with less fluid animations, I think.
October 31, 2025 at 2:11 PM
The ancient bounce ritual when rigging.
October 30, 2025 at 3:00 PM
And with animations. Some DOF also helps.
October 29, 2025 at 4:33 PM
I don’t have much experience with mech design. Exaggerating proportins helped to make it look less like a person in a suit and subdivsion surface to enhance the effect. But, I started building it around a human mesh, so it’s kinda baked in.
October 29, 2025 at 3:32 PM
Been playing Hades 2 lots lately and love that they doubled down on the absurdity of the final weapon from the first one. Wanted to see if I can make a similar little pew-pew-mech. Still a little too humanoid for the scale and I just took a bunch of mixamo animations for the test.
October 29, 2025 at 9:56 AM
Would love to revisit this one day. The car physics and car AI became frustrating at some point. I still think the style is nice.
October 15, 2025 at 8:37 AM
Old version and setup in blender.
October 15, 2025 at 8:24 AM
I wanted to revisit this shader and make it look nicer.
The old version had all these extra lines that came from changes in the normals. Now I use vertex colors to force the normals so I can control which faces should form an area that does not get broken up.
October 15, 2025 at 8:24 AM
Because I‘m lazy, I usually just turn the time scale to 0 for pausing. Today I changed some things how my game states work and used the opportunity to add an actual pause function. Was easiert than expected and gives some nice subtile movement in the background when paused.
October 8, 2025 at 3:41 PM
Prototype for a little feature inspired by Kelly Slater‘s Pro Surfer (best combo system ever). When you do tricks without crashing, you get into a flow state where you can spin faster. Could be nice for micro progression inside a level.
October 6, 2025 at 4:10 PM
The Rogue can use their bow and arrow more and move a little more agile.
September 18, 2025 at 2:58 PM
Added a little class selection screen, traps and reworked a few things so I can build for WebGL, which I think would be a good environment for this one.
September 17, 2025 at 3:52 PM
Made some good progress today.
Cleaned up some code and added a simple progression and shop system. You can heal and buy stats or new cards now.
Next is to add some more layouts and try to come up with more interesting things to do. Maybe traps or something like that.
September 14, 2025 at 4:48 PM
Bombs 💣💥
September 14, 2025 at 12:57 PM
Made a little chess thingy. ⚔️🏁
(In my quest of making something super simple, so there‘s a chance it will become a game at some point in time)
September 13, 2025 at 12:24 PM
Finally figured out how to use Physics.Simulate to predict where my character will land so I can make some calculations ahead of time.
September 10, 2025 at 3:12 PM
This is a great trip so far. Ended up in this lovely village for the night, where locals had a super cute event where you could taste 200 types of tomatos and take home seeds to grow them yourself.
September 6, 2025 at 5:08 PM
Bike trip!
September 6, 2025 at 8:44 AM
Fall is about to start when this prototype goes up in the project list. 👻
September 3, 2025 at 9:06 AM
Barnstorming
August 13, 2025 at 1:37 PM
Removed a few polys. Still some wiggle room left, if I move some of the colored faces to the texture.

#wireframewednesday
August 13, 2025 at 10:31 AM
Is soneone living here? 🐽
August 9, 2025 at 8:48 AM