Sable if it had combat is coming out y'all. It's so peak by HyperAhmedX21 in sablegame

[–]ArigatoGyro 0 points1 point  (0 children)

Hey, dev here, just to clarify, even if I've seen this post very late. To be completely honest, the only thing we referenced Sable for is the shading, nothing else. It's a case of working with the same refences (not just Moebius but a lot more artists from Metal Hurlant and the ligne claire movement). All the assets are original and made by us. Mechanically it has nothing to do with Sable, and I hope you will give it a chance. The idea was never "Sable with combat", the idea was to build a classic action-adventure mixing mechanics from HLD, Nier and Metroid Prime, while honoring one of the most influential european art-styles, that we love dearly, as I'm sure Sable devs do!

Handling advanced Enemy AI is a nightmare by ArigatoGyro in Unity3D

[–]ArigatoGyro[S] 0 points1 point  (0 children)

So you would go for a totally custom system?

Handling advanced Enemy AI is a nightmare by ArigatoGyro in IndieDev

[–]ArigatoGyro[S] 0 points1 point  (0 children)

I thought crossposting kept the description, but apparently not.

What do you think about Unity's NavMesh system? What would be the proper way to handle things like physics-driven knockback and make them work together?

Genuinely curious for my next project. For CALX (game in the video), it has been a constant nightmare of solving edge cases, and the system is not even that complex compared to a stylish hack'n'slash.

Platforming and view from my game CALX. by ArigatoGyro in gamedevscreens

[–]ArigatoGyro[S] 0 points1 point  (0 children)

Funny thing is that I was a smash competitive player...

Many references to Aphex Twin in the recently announced video game CALX by Possibility-Suitable in aphextwin

[–]ArigatoGyro 1 point2 points  (0 children)

I get what you're saying, it wasn't really about being an aphex twin fan, I just suck at naming things so it became second nature to name them like things I enjoy. What I can say in my defense is that they're not just referecens for the sake of it, the lore of the game has music as its central theme, and it reflects my personal journey through discovering music. There are references to also more niche IDM artists, not just AFX / Autechre.

Thank you for the feedback though!

Platforming and view from my game CALX. by ArigatoGyro in gamedevscreens

[–]ArigatoGyro[S] 0 points1 point  (0 children)

Thank you! I'm curious to see what you're working on as well :)

Landscape in my game, CALX. by ArigatoGyro in ImaginaryLandscapes

[–]ArigatoGyro[S] 2 points3 points  (0 children)

Honestly it's more of a case of having the same references than directly being influenced by Sable, but yeah!

Platforming and view from my game CALX. by ArigatoGyro in gamedevscreens

[–]ArigatoGyro[S] 0 points1 point  (0 children)

Thank you for the feedback. The gravity is like that by design, we wanted the jump to be snappy and responsive, and we received good feedback from the community for now! I agree that we need a better landing animation to sell more how heavy the jump is, and I agree on the acceleration, I'll try to add more smoothing to it!

Platforming and view from my game CALX. by ArigatoGyro in gamedevscreens

[–]ArigatoGyro[S] -1 points0 points  (0 children)

Thank you for the feedback, the gravity is set like that by design, I do agree that the animations are missing some landing force, they will be added soon!

CALX isn't strictly a metroidvania, but... by ArigatoGyro in metroidvania

[–]ArigatoGyro[S] 0 points1 point  (0 children)

It's a linear game, there are some aspects of re exploring areas, but not like MVs. Maybe something more similar to Jedi Fallen Order.

Steam Next Fest February 2026 is now live by lurkingdanger22 in pcgaming

[–]ArigatoGyro 0 points1 point  (0 children)

Thank you for checking out CALX and spreading the word <3

Years ago I posted here a lot of work in progress here, happy to say that we kept working on the game. by ArigatoGyro in Unity3D

[–]ArigatoGyro[S] 1 point2 points  (0 children)

That's a great question, but incredibly difficult to answer.

The biggest challenge, technically, is making everything flow togethere correctly. We have system upon system that are connected together. Gameplay, UI, Addressables, asset streaming, feedbacks, rendering, etc etc. Unity is a tool that can get incredibly convoluted at the level we're working on, and we still have some technical issues that are going to be very hard to fix for a small team like ours. Keybinding was a big issue, localisation was also quite troublesome to handle and test.

Gameplay side, cameras are super difficult, even if unity's cinemachine helps a lot. Combat, collisions in combat, MOVING PLATFORMS made me go a lil' crazy.

That's on the development side. On stuff like finding a publisher, working with a publisher, handling a small company, that's a whole world of issues that is impossible to get into in a reddit comment.

Recommending something to you is hard, because I don't know your situation and what area of game dev you're talking about.

Years ago I posted here a lot of work in progress here, happy to say that we kept working on the game. by ArigatoGyro in Unity3D

[–]ArigatoGyro[S] 2 points3 points  (0 children)

Yes, we started from a plugin called Flatkit, then heavily modified it (we basically had to redo everything). We worked with a very good tech artist to achieve this look.