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RobbieMa

@RobbieMa

Joined August 18th, 2026

  • 24Devlogs
  • 4Projects
  • 3Ships
  • 56Votes
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24m logged

Devlog 6

added a water shader from a old project and painting terrain!
Since I’m using neighboring terrain system from unity, I had to use some clever artistic covering up seams form the previous terrain (since colors weren’t even, they were all handpainted), and flatten each terrain in the terrain inspector. This will allow me to add rivers or lakes or mountains in the future. Pretty cool stuff!

The water shader was just taken from a project from 4 years ago, I’m surprised it works without a flaw in Unity 6! Its got simplistic reflections (just planer reflections), waves, color, and foam!

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29m 24s logged

Devlog 5.5

Made the grass system support multiple terrains since I plan on using Unity’s neighboring terrain system to make my big overall map. It grabs each terrain color correctly and the grass appears normally.

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1h 8m 45s logged

Devlog 5
Overhauling terrain and grass! I decided to use the base of a old stylized grass shader I had and repurposed it into a more ghibli-like feel. I made it more optimized by splitting it into chunks and made it blend in with the terrain by removing any light rendering on the grass and made it render after Ambient Occlusion. Now it looks completely blended in with the terrain colors. After adding terrain colors it looks very ghibli-like!

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1h 8m 45s logged

Devlog 5
Overhauling terrain and grass! I decided to use the base of a old stylized grass shader I had and repurposed it into a more ghibli-like feel. I made it more optimized by splitting it into chunks and made it blend in with the terrain by removing any light rendering on the grass and made it render after Ambient Occlusion. Now it looks completely blended in with the terrain colors. After adding terrain colors it looks very ghibli-like!

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24m logged

Devlog 4

Graphics update!!

Did you know that unity3D has a hidden feature that allows for some awsome out-of-the-box cell shading and outlines? To hide up my bad models in the future, I’m gonna use toon shading and other effects to make my game look more stylized so my models don’t have to be really realistic or high poly.

What do you think? Does it look good? Help me out here…

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16m logged

Devlog 3

We have sound!!! I felt like a good game always needs sound, I avoid sound in most of my other games because I am NOT the best at it. The main thing that hard is seamless looping of audio. I cannot figure it out. After spending some time in the browser, I found some tools that helped me, especially this crossfade adder.

After that, I added a simple engine sound system that increases the pitch/speed of the sound as I get faster and faster

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30m 2s logged

Devlog 2.5

Polished up the camera, angled it for a isometric- perspective view, and just made the overall camera smoother. You can now rotate the camera with your right mouse button! It also smoothly auto rotates if you turn the car every 90 degrees.

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1h 17m 30s logged

Devlog 2

The basic Car Controller is ready! It is a very simple raycast based controller using 3 rays and unity wheel colliders. It works pretty well, no known issues. It works as expected, WASD movement, space is handbrake. Cargo load also works.

I also grabbed a old camera controller from another project that had a simlar prespective, I was a bit afraid maybe something changed with the versions because it is a older script from 2022 but it worked perfectly fine with soem fine tuning of vaules!

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22m logged

Devlog 1

Made the player truck model!! Its a 3 wheeler inspired by a rather italian design I found on google. I’ve changed the design a lot, drawn it on procreate first, then modeled it in blender by myself

I am kinda proud of this little thing, I couldn’t track my hours in blender nor procreate which was kinda shame. I’ve since dragged it in unity, and it looks great!

NO AI WAS USED!!

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Ship

I made a softbody playground for Usagi the bunny. This is NOT a game!! It is purely a physics demo showing what can be done in Unity3D. It made me learn a lot about physics based movement in unity as well as setting up softbodies and ragdolls in a 3D space. The most challenging part was probably getting the player to reset the softbody without breaking the whole thing. Enjoy!

  • 8 devlogs
  • 12h
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  • 76 Stardust
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1h 6m 8s logged

worked on a time slow feature where players can slow down time by scrolling, and adding some awesome destruction test like smashing blocks, block hit into wall, and more!

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1h 40m logged

adding sounds for usagi and adding more graphical elements like bushes and a giant blender. Sounds are all one-shot audio from usagi episodes with background music and noise removed.

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1h 34m logged

Worked on more softbody functions, using custom scripts that works along with my softbody player controller, Usagi will now seamlessly ragdoll when player presses R and also ragdolls when touching certain objects. Players can also squish other Usagi’s too, maybe multiplayer in the future?? There is one problem though with the ragdoll script, i can’t seem to make it seamlessly go into player controlled mode and out of ragdoll mode… it keeps clipping into the ground

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54m logged

Usagi can now WALK!! using standard third person controls and physics based steps, players can control usagi using WASD and mouse to look around. Hardest part here wasn’t the movement itself, it was the player rotating with the camera, since the gameobject doesnt rotate, the softbody points do.

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4h 16m logged

Added a softbody system using a crazy amount of points that makes a network that impacts the player mesh. Editing the mesh and getting the body structure right took up the majority of the time, tweaking various settings, very boring. Though the reward is great! It is really satisfying to squish and deform.

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24m logged

Using unity’s toon shader to make it actually feel like it’s drawn and not rendered in a traditional sense. The outlines look a bit wonky at the ears though because the normals are just positioned weird

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