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9 months ago

Character Movement Progress & Life Balance


​Hey everyone, checking back in after a bit of a gap. I’m an Indian solo dev working on this first-person horror experiment game, and honestly the last couple of weeks were packed. Between office hours and family time, progress slowed down a little. We recently had festival celebrations at home, so I was away from my desk more than usual.

Now that the holidays are over, I realize I need to set up proper timelines if I want to balance both my job and game development without burning out. The plan is to block at least 2-3 hours every evening purely for gamedev. Office work pays the bills, but I don’t want this project to drift into the “someday” pile. 

As for actual progress – I’m happy to say that the character movement is finally working in a way that feels solid. So far I have walking, sprinting, and crouching up and running. Pressing Shift now toggles sprint properly, and crouch feels responsive. There’s still tuning that can be done on speeds and transitions, but the skeleton is there. I’ve been following along with some great resources, and I’ve also shared the reference video that helped me nail down the logic. 

The next big thing is planning out is, polishing the core player controller, making a main character or set up dummy levels so that I can move into level streaming experiments. I want to make sure every level connects seamlessly, no hard loading screens, just flowing space. That’s a big technical challenge, but I feel more confident with the movement system stable.

So yeah, progress is slower than I imagined at the start, but it’s real progress. This game is my passion project, and I’ll keep chipping away at it, step by step.



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