Lisa 🏳️‍⚧️ Lunistice OUT NOW!
banner
deke.studio
Lisa 🏳️‍⚧️ Lunistice OUT NOW!
@deke.studio
she/her
Check out #Lunistice: https://store.steampowered.com/app/1701800/Lunistice/
Senior Technical Producer @ Deck13 Spotlight
Other places: https://agrumpyfox.carrd.co
Thank you so much! 💖
November 18, 2025 at 4:54 PM
Yeah, I think putting in the work to have something that I can just throw into a new project to be fully set up will be *so* worth it! :D

And yea, I was considering starting a bit later or maybe just work on something "in parallel" and see if I can fit it into the theme or something! :D
November 16, 2025 at 10:20 AM
You know it kind of gives me very twilight-y vibes for some reason. Good place to go for a summer vacation.

How about Tw... Sunset Suburb!
November 15, 2025 at 10:07 AM
The placeholder target is @djano.bsky.social and his sandwich
November 15, 2025 at 1:34 AM
It certainly was one hell of a way to start a new job lmao
November 12, 2025 at 10:55 AM
Oh, shush! Your work is very inspiring for me!
November 11, 2025 at 6:04 PM
Thank you! And yeah, the plan was to finally have a more-or-less properly engineered system that I can use as a clean starting point, haha. Don't wanna run into the Lunistice spaghetti nightmare again! :D
November 11, 2025 at 4:07 PM
I'm really happy with this thing so far! Can't wait to use it (and the rest of my framework) for future projects!
It's so nice being almost done with the thing, since I'll just be able to yeet it into a new project and be fully set up immediately! 😀
November 11, 2025 at 3:51 PM
New actions (or probably later down the line sets of actions) can be added/removed or enabled/disabled at will without breaking the whole system, which makes it super flexible.

Technically nothing would stop me from just swapping out the whole system for another, either!
November 11, 2025 at 3:51 PM
That's how the ledge grab works for example. It just locks the system to its priority, so at that point it has pretty much full control over the player velocity until the character jumps out of it!
And if they need dependencies: the whole system is data-driven, so I can just slot in the data I need.
November 11, 2025 at 3:51 PM
These velocities get mixed in different ways - mostly based around priorities!
Actions can trigger the system to lock its own priority, meaning every action that has a lower priority will not produce any velocity until they're unlocked.
Actions can also temporarily be set as a solo velocity source.
November 11, 2025 at 3:51 PM
I call this thing "CharacterActionSystem". It's a fully stateless way for handling characters!
Meaning instead of setting up rigid connections in a finite state machine, I can define independent actions that handle their own logic and output their own desired velocities.
November 11, 2025 at 3:51 PM
Sorry, Granny Lisa is yelling at the internet again 👵
November 11, 2025 at 12:03 PM
(if you look closely you might be able to tell that I'm frustrated at console backends once again)
November 11, 2025 at 12:00 PM
Like... there are platform backends that look and feel like they were made using a "WebDev for Dummies" book and some shoestring that work better than anything Microsoft has spawned into existence.

... and they even call my by my proper name, imagine that! 🙃
November 11, 2025 at 12:00 PM