Aru
@AruSoft_
Just some weeb who loves drawing / game design. Working on Madrigal (tentative), a Unity game inspired by Flyff that mechanically is more similar to WoW.
Haven't posted in a long time, I spent the past 2 weeks or so trying Wuthering Waves. But now I'm back! And I was able to finish what I got stuck on before taking a break- I've finished the jumping so you can now move during a directionless jump, but only in 1 direction.
Also made a redesign with more of an adult appeal for @toonvasion's Ankhmara who's game sales have been diminishing since Sonic Toon™.

Created a redesign of Stella for @PJStella_Game a while ago. I heard ever since Stella Boom™, the game sales have been diminishing, so here's a new Stella that isn't designed to appeal to children.

I took part in a 2 week game jam recently! Check it out! arusoft.itch.io/take-the-lead I plan to work on it some more and upload an alternate version where I finish what I wasn't able to add during the jam as well as some feedback I took. Also anyone interested should join next time!

Very long time since I've posted anything, been a rough year. Only recently came back to my project and have finished up the movement and camera stuff for now and moved to reprogramming enemies this time with a state machine. Here's some design sketches for a slime enemy.

It costs $0.00 to support a 29 year old game developer🥲
It costs $0.00 to support a 32 year old game developer. 🥹
Been distracted by #Genshinlmpact's 5.0 Natlan release, now the main story is finished, it's time to party~!
Started the 4.0 version of the famous Blender Doughnut Tutorial, I haven't used blender in over a year and need a refresher before I start working on making some game assets for the MMO.

Drew an Aibatt from memory, I haven't settled on a final design yet but I'm thinking I want the passive monsters to more on the cuter side.

Last night I was able to get a Dither effect working when the camera gets close to your own character either by zooming in close or by standing close to a wall that's behind you. It also enters first person and completely hides the model when you scroll to zoom in once more!


Still in the middle of setting up the character state machine, but the basic movement is completed so far. I also have a placeholder model with animations to help me test the movement.
Finally 0 Errors and the camera is working! I've been completely restructuring the player's code into a state machine and it has taken about 4 days now to get to the point where I can just open an almost empty scene and rotate the camera, progress should be much faster now.

A lot of little things since last time, big things were: - I migrated the project to one with URP - I'm using a new camera script and switched to a Cinemachine camera - In the middle of restructuring a lot of player and monster code. #gamedev #indiedev #flyff
A quick look at my Flyff fan project I'm finally revisiting, currently there's: - movement and camera - ui, mini-map - tab-targeting and auto-attacks - attacking enemy and item drops - exp gain and levelling - Inventory screen, item pickups - equipable items - NPC dialogue/quest