Simplicity is the ultimate sophistication.
I tested a lot of HUD systems for displaying battle information visually. After all that searching, I keep coming back to the same conclusion the simplest solution usually wins in my perspective.
This is just one effect out of many, but I'm really happy with how it's coming together. #indiedev#pixelart
A calm sea does not make a skilled sailor.
Sailing mechanics update:
-The range marker now shows how far your boat can actually reach — depending on momentum, oar mode, wind,current and more.
-You can also meet other sailors and traders out on the water.
Sailing UI, clouds reworked: a speed bar and a simple sundial. #pixelart#indieedev
work upon work.
Visual pass for land exploration:
-new clouds/smoother animations
-readability fixes
-total tree system overhul
-unit figures now mirror formation's top rank both player and enemy. #pixelart
Today instead of frying my head with code, I get into finishing some basic characters for the city dialogue window. Timelapse decision making, wip: #pixelart
Never did Boreas reach the third dawn.
Sailing update:
-Physics-driven wind engine based on pressure differentials across the map
-Symbolic wind streaks show wind directions
-Independent sail and oar control lets you rely on wind alone when conditions favor and rowers tire
-It looks great #pixelart#indiedev
"The arrow, once released, answers to no man."
Reactive system forced a rework of projectile mechanics. This is last one about units for now.
-Added a small physics engine where projectiles have their own height and parabolic trajectory.
-If the shooter misses, the projectile continues
-The example here is 100% accuracy but for stationary units only: moving enemies can dodge more easily.
-Friendly fire works.
-Javelin animation is still a diffrent story #pixelart#indiedev
My first long-form video on X, this time with all moving/positioning commands at once and commentary.
There’s been plenty of questions around this, so this sums it all up pretty well.
#strategy#indiedev#pixelart
In unity there is strength.
New formation orders:
- Scatter,
- Rally to Banner, and
- Reform Lines
Those three live and die with the standard-bearer.
Also added more advanced rotation options but that's the boring part.
#gamedev#indiegame#pixelart#strategy
"Nothing in excess." — Delphi oracle inscription
I finally locked down all battle UI elements
Personally I hate cluttered spaces, UI popups, so I'm trying to make as simple as functional as I can.
Stats:
- 24 battle scene buttons total
- 4 states: hover, disabled, clicked, normal = 96 buttons.
Still I need to tidy some things but, it's locked in.
#pixelart#UI
In war, the greatest art is deception.
Testing my ambush scenario —still heavily WIP
-I added multi wave enemies mechanics
-BRAWL order, once my line breaks, Each unit turns, seeks and engages independently.
#gamedev#indiedev#pixelart#godot#strategygame
In this ambush example, it was actually a bug — the Celtic units were much slower, so almost every attack got blocked. Now it’s intended to work like that, same bit random but same variations stats for both:
"Fortune favors the bold"
Citizen Swordsman & Charge mechanics reworked:
- Small shield, greaves, built for risky charges
- New reactive system needed a full charge order rebuild
- Flanking isolated or unprepared foes gives crit chance
- Best role for your fastest citizens.
#indiedev#pixelart#tactical