Weeg
the-weegie-dev.bsky.social
Weeg
@the-weegie-dev.bsky.social
#IndieGame developer using #Unity.

Working on an FPS Horror and "Classic Survival Horror" game.
I've found using a 'Private Window with Tor' in the Brave browser helps get round most of these blocks.

It's not ideal and very slow compared to browsing normally but has worked for me so far.

brave.com
July 26, 2025 at 11:39 PM
No need for an annoying pop-up every time you collect an item, an on-screen prompt tells the player what they're picking up.

Items that stack (e.g. ammo) will auto-stack and split to pick them up, or leave the remainder for later.

Next up, instantiating a prefab when the player drops an item.
April 8, 2025 at 5:01 PM
Unequipping a weapons possible but only if there's space to do so.

The option to Drop an item will not cause it to be destroyed, players can pick it back later if they need it.

The final version will reflect more real-life scenarios, e.g. choosing Reload instead of Combine to reload a weapon.
March 29, 2025 at 11:30 PM
The inventory will be expanded to accommodate all the features you'd expect.

One thing I was adamant about was when equipping a weapon it's removed and placed in it's own slot.

It can't be equipped AND take up inventory space at the same time.
March 29, 2025 at 11:26 PM
It's fine for now but I want to go back and tidy it up later in the project.

It uses Root Motion in Unity to animate rather than any kind of physics to move the player around.

Once I've had longer to refine it it should blend states better and more natural.
February 17, 2025 at 6:25 PM
I'm working on a "classic" survival horror game.

I wanted the traditional controls from the games from the 90's, but they're proving to be an issue. Not a lot of people keen on them either now too.

Here's the last post on it: bsky.app/profile/the-...

There's been a few minor updates since one.
Finally moved home and have my studio set up again, time to get back to developing my #indie #survivalhorror game.

Basic movement is complete, need to work on that inventory system next.
February 17, 2025 at 11:00 AM
I'd say for your first game aim big.

Have a large scope but take out the parts that either don't work or become problematic to keep.

In my game I wanted modern and tank controls. Tank controls are now gone as they were slowing development down and causing script conflicts.
February 17, 2025 at 9:46 AM
I don't.

But, I'll work on a few variations of early ideas and see what works best for me.

I'll then try to get some input from others. A recent poll I held found very few people like Tank Controls anymore.

That was enough for me to not add them and move onto other features instead.
January 30, 2025 at 9:44 PM
I've spreadsheet of everything I have planned, mapped out with dependencies and notes on it's progress...

And it's almost useless as I keep iterating my early ideas for something easier to add or is more fun for the player.
January 30, 2025 at 9:38 PM
Anyone who complains about "Yellow Paint" in modern games should be made to play a SNES-era JRPG from start to finish.

They'll be begging for hand-holding or sign-posting by the end.
December 31, 2024 at 5:31 AM
I totally forgot I'd added footstep sounds too.

They even change based on what material (metal, wood, concrete, mud, grass, etc) you're standing on (although not in the video).
December 9, 2024 at 6:38 PM