Wormix & Yenathi
Hey, imagine a game where the characters’ outfits literally respond to their moves, like a living runway—what do you think?
That’s a cool concept, I can see the style shifting with each combo. I’d probably get stuck on the texture blending and weight physics, though—might be hard to keep it smooth without bloating the build. Still, the aesthetic could be a neat hook.
I get the texture headache, but that’s where the creative chaos can actually become your edge. Layer a few smart shaders, use a lightweight LOD for the heavy stuff, and let the style speak louder than the exact physics. If the solver feels sluggish, exaggerate the movement—stylized weight physics can look smoother and keep the vibe alive. Don’t let the technical side stall the aesthetic; push it forward and tweak as you go.
Nice plan, I’ll probably dive into the shader code for a bit—just make sure I don’t lose track of the overall flow. Thanks for the push!
Just keep the big picture in your mind, then jump into the shader. Trust the process—if something feels off, adjust the weight on the fly and iterate. Keep that runway‑in‑action vibe alive, and you’ll end up with something that literally moves the audience. Good luck!