Chris
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gamekombinat.com
Chris
@gamekombinat.com
You can hire this guy for your Unity games and all your PHP and database needs!
Systems, gameplay code, editor tooling, backend stuff.

Making Liha.


Wishlist on steam!
https://store.steampowered.com/app/1332820/Liha/

Solo Developer from Germany.
Pinned
The tactical update part one for the Liha demo is out and about!

It's free explosions and gunfighting in a world that will make you question what "up" really means.

And you can go and play it right here, right now! :D

store.steampowered.com/app/3490370/...

#gamedev #indiedev and hey. #twitch !
Reposted by Chris
Descent on the Retroid Pocket 6
February 15, 2026 at 8:30 PM
But I'm not just nagging. I have a layout-stable solution.
In case you are interested. It's Kombinat Approved ✅
gist.github.com/damagefilter...
February 10, 2026 at 11:04 AM
That is production ready layouting with ui toolkit. Unitar Approved ✅
February 10, 2026 at 10:45 AM
I have an answer to that. But I couldn't find any relevant resource. Best I could dig up was a master thesis about using neural networks to decide on properties.
Which is a cool way to do it. And technically impressive.
But if you're looking for something more deliberate not the right choice.
February 10, 2026 at 9:11 AM
Many people talking about how to visually assemble random weapons (or other things).
A lot rarer are they talking about algos to generate useful sets of properties for that.
Like - sure use attachment points to assemble weapon parts.

But how do you define what that weapon even is or does?
February 10, 2026 at 9:08 AM
Working on a new weapon system for Liha (still). And it kinda was part of the plan. But now enemies have a greater variety of weapons as well.

Idk. I guess I forgot about that part during that quite extensive open-heart surgery. And now I can feel it and it's pretty awesome
February 8, 2026 at 10:47 AM
I just hate it so much that every "modern" app wants to start with the PC.

It's the motion blur option of desktop applications man.

And it's on by default. Stop that shit
February 3, 2026 at 4:13 PM
Dropping by real quick to leave a sign of life.

Still here. Still VERY MUCH working on Liha.
I'm cooking up some tasty bits.
Don't you go anywhere! Not too long now. (Not a release. But it's still gonna be good)
January 28, 2026 at 3:12 PM
Sure hope refactoring the weapons system will be quicker than the world gen.
I need to make some headway with this game already
December 8, 2025 at 11:06 AM
Since october ... yeah I've got distracted by other things. And it's gonna stay that way for a while yet. What with earning some actual money and all that to be able to eat and dump filthy amounts into my motorised vehicle.

But making progress!
December 8, 2025 at 10:58 AM
I think ima call the new world gen and mission generator good enough at this point.

Time to tackle a remodeling of the weapons system and then ponder about dropping realtime-csg into the project... because CSG is the ONLY way to build levels.
There is no fighting me on this one.
#gamedev
December 8, 2025 at 10:54 AM
To also say something positive. I do enjoy quite a lot that I can write UI in code.
No visual editors required and all.

I get that many people like visual editors.
But I prefer working in text form and it's really enjoyable that I can.

The Data Binding stuff is excellent as well
November 18, 2025 at 11:08 AM
Okay. I found a solution. And it's fine. But it's kinda funky. Feels a bit sneaky to do it.

But hey. I guess that's also kind of what the CSS heritage brings to the mix lol
November 17, 2025 at 6:49 PM
You know what? I take that back.
It's fucking half-baked like the damn rest.

Everytime with the disappointments, man.
November 17, 2025 at 5:59 PM
Took some time today to check out unitys UI Toolkit API.

Gotta say. Very tasty stuff.
Very tasty indeed.
November 17, 2025 at 4:49 PM
Steam Machines and Frames are nice and all. But I'm so looking forward to that new Steam Controller.

I loved the first model. The new one looks like it'd be perfect for my sasquatch mittens.

I definitely will find out once I can get a hold of one of these
November 12, 2025 at 7:35 PM
In fact.
I could probably use that to speed up module/module overlap tests (that operate on the SDFs). But it's already pretty fast so ... eh.
November 6, 2025 at 3:50 PM
It appeats that this diversion path technique wasn't going to suffice. It would sometimes use transit elements where the exit connections would point to existing geometry.

So I now rasterize the modules SDFs into a coarse world space grid to allow cheap look-aheads when placing modules.
#gamedev
November 6, 2025 at 3:49 PM
I did add a little diversion path in case the graph cannot be resolved spatially. Ie. there ain't no room to put a module.

This uses small transit elements to move the execution to a spot where there is space.

And it is wild (but plausible) 😂
#gamedev
November 5, 2025 at 12:28 AM
The level isn't functional yet.
But the graph generates pretty things now. And it's very controllable.

Incidentally, this also fixes the issue of level segments being open so players could get out into the void.

#gamedev
November 5, 2025 at 12:25 AM
I wasn't happy with the junk I produced on my own, after all, and seeked help on the interwebs.
Which means I watched youtube videos, hoping to find somebody that knows more about that topic than I do.

Found @theshaggydev.bsky.social s videos.
Highly recommended! Thanks for making them!
Challange has been mastered.
I have some world generation back, now.
Although everything else is broken.

But making fresh new progress.
Man, this stuff is really hard to wrap my head around.
A challenge has arisen!
November 4, 2025 at 5:16 PM
Did I mention btw that I'm doing freelance gigs?
A guy needs to eat, after all.

If you need something done in Unity, C# let me know.
System designs, gameplay code, editor tooling.
Need some fires put out? Hit me up!

#gamedev #unity
October 27, 2025 at 9:15 PM
Challange has been mastered.
I have some world generation back, now.
Although everything else is broken.

But making fresh new progress.
Man, this stuff is really hard to wrap my head around.
A challenge has arisen!
October 27, 2025 at 9:12 PM
Man, this stuff is really hard to wrap my head around.
A challenge has arisen!
October 23, 2025 at 10:01 PM
Started working on improving the world gen with keys and locks.
And I'm making this way too complicated but it's all I know to do 🫠
#gamedev
October 23, 2025 at 4:16 PM