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If you are an artist interested in working on this project, please feel free to email me. I am looking for a pixel artist as well as a 2D character designer for portraits.

Some of the images used as placeholder art are copyrighted by their respective owner, Square Enix. These resources include custom sprites by the artists at Other resources seen are either created by myself or are credited to their respective owners on the Credits page.

If you see any media on this website that is not attributed properly is please let me know and I will fix it immediately.

Dusk Tactics, source code, media and information on this website are all copyright ©2014-2020 Louis Agoglia unless otherwise noted.


Dusk Tactics

If you are interested in helping with this project we are still looking for artists. If you are an artist looking for work or someone able to help out in other ways please feel free to Contact Me

July 11th 2019

Automated tests of the basic combat system have begun! This is something done before we move on to closed alpha to make sure all of the obvious bugs are found. Right now, as it is, the game is functional, as in you can play against an AI, albeit a terrible AI, but an AI nonetheless. The automated tests are running as many as two teams of 10 units, one of each basic Job, on a 20 x 20 map (Thats 20 AI Units on a 20 x 20 map). The healers heal, the defenders defend (sometimes attack), attackers, both ranged and melee seek out their target to the best of their abilities. It's a very basic, but very rewarding event given the long road it took to get here.

Since I am currently running and developing on a laptop there is slowdown, almost all of it is due to my setup which will hopefully change. Currently I cannot keep a solid 60FPS with more than 20 units on the map, a solid 30FPS is the goal for now, but again this is limited by my laptop.

The Latest Changes

Since I got the combat system in it's infant stage, some pillars are in place. First, attacks CAN miss, however due to early testing I swapped the hit/miss system for a more engaging hit/graze/miss with blocking to come. Your unit has an accuracy rating, let's say at level 5 it's 75%. This used to mean 25% of your attacks would miss, however this value is now scaled so that at 50% accuracy, you have a 90% chance to AT LEAST make contact. This is what we call a Graze. It's a much weaker attack, and it's TBD whether or not the XP/JP will be reduced as well, but currently it is much better than having tons of misses. Your chance to miss in general is less than 10%, but it can happen. I want every units turn to count, and to have constant misses is pretty demoralizing and sort of disengaging. With Grazes, you can still do damage, this will come in handy when we go beyond basic attacks and start dealing with status effects. That Poison Jab that keeps grazing your opponent will actually have a chance to poison them whereas constant misses gets nothing done.

June 10th 2019

I wanted to write an entry about the workflow process in creating the game's scenes and levels. The tools used, whether downloaded or created, and the process itself might be helpful to someone creating their own game.

For every scene, you want to define what it is you are trying to communicate to the player. There's always a core element behind the scene, which may have various smaller elements included with the intent of providing information as well as comic relief and worldbuilding. If there's one thing I know, it's games, specifically RPGs and even more specifically SRPGs, or Tactical RPGs. Television also helps when it comes to story telling. Many shows, especially the sci-fi shows of the 90s, did a really amazing job of detailing characters, moving along the plot at a steady pace, and creating a world and story you cared about. I could write all day about this, but the point is, you need to gather your ideas together and get organized, which is where the software comes in.


Something I've never really done before is storyboarding. It's a process used in many different forms of media that is often a precursor to writing out a screenplay or script. Shows like Adventure Time, from what I have read, have taken to creating their episodes directly from the storyboards, which is a bit unusual. However, this created, in my opinion, a much more cohesive story that delivered on every plot point it was trying to convey. The story knew where it was going and every place visited was well thought out and engaging.

I use OpenOffice for everything word processor related. It's 100% free, and constantly updated with new features and bugfixes. I always have OpenOffice Calc open as spreadsheets are a MUST for anyone working in gaming, or theorycrafting. Recently, though, I checked out some of the other offerings in the software suite, namely OpenOffice Draw. I created a template that's a bit larger than the larger sized index cards and split it up into boxes as seen above.

Once made, this becomes an easy template to reproduce and lay out, as seen on the left. It gives you a nice basis for the scene, a directory for your ideas and direction so to speak.

A quick rundown of my particular template shows some information such as the scene id, title, location, a summary of what happens or what is meant to be conveyed, and an empty bottom box for comments or notes. The left side is a screenshot of the scene that I like to use to sort of center my thoughts on where this takes place, who is involved, etc. It can be very helpful when writing dialog or editing a scene, to look back at this and re-focus on the main reason why you are telling this part of the story.


I don't consider myself a writer in any sense of the word, but you need to become one in order to create a story for your game. From what I've read, there's not that large of a gap between movie, television, and video game screenplays in terms of what you are doing: dialog, exposition, scene setting.

I've been using an app called Trelby which is perfect for me, it's free, intuitive, and bare bones. It sticks to the basics and lets you write. Something I notice myself doing is writing way more than I need, especially for dialog. I often have to go back three or four times and trim it down. Gamers for the most part don't want to read an essay, you have to be clever about information delivery. I find it to be sort of an art to see how much information you can sneak into a character's dialog without it sounding weird. One of my favorite writers, Joseph Heller, was a master at detailing scenarios and dialog that could go from hilarious to heartwrenching with the flip of a page. The more dialog I write, the more it tends to become absurdist comic relief which is not good if I actually want to get information across. You can't have a story filled entirely with comic relief, or can you?

However, a game isn't a book, well at least mine isn't. Depending on the medium and graphical style, you may be limited when it comes to displaying character action, emotion, and scene setting. It's easy enough to write “…Ender looks into the nearby fire, fixated on it's shadowy dance…” to give an image of someone who is perhaps deep in thought. With my art style all that amounts to is a 2D sprite turning and facing a prop candle, so things like emotion bubbles and animations based on classic tropes found in anime (sweat drop, anger mark) really help to fill in the gaps. During scenes I will play out in my head what a person might be doing while delivering a line or getting information from another character. People don't just stand still and face one another for the duration of a conversation.

Another point of interest for me is giving certain characters speech patterns or specific vocabulary. People tend to use certain words for a reason and this ties into their personality and backstory. Sometimes it's as simple as adding some slang or giving a character a drawl, other times it might be very subtle over the course of the entire story, seeing a specific word being used will remind you of this character and their previous engagements. I'm not a huge fan of catch phrases, so we tread carefully here. Aw hell, I love catch phrases, but it's really easy to overdo it. When used correctly it can be pretty entertaining, but for me it's a very fine line. In the end it's entirely up to you.

Art Editing

I am not an artist in the least, but almost 30 years of being attached to a computer has allowed me access to digital editing software that you just sort of learn over time. Paint.NET is my current app of choice, however I used to be very fond of PaintshopPro, specifically when Jasc was publishing it. With plugins, thought, Paint.NET is comparable and on top of that it is completely free. This mention is a bit outside the theme here, but I use the software so often in combination with the aforementioned programs that it deserves it's own mention.


This has already been much longer than I intended, so I will cover the software I made myself in another post. The main idea here is to point fellow creators towards tools that I have found useful. I do have an honorable mention and that is of course a thesaurus. Google has nearly everything built in nowadays, a dictionary, calculator, thesaurus, etc, but I still find myself with multiple tables of open.

I honestly hope this helps even one person, I know most of these are pretty much common knowledge for many, but spreading the word never hurts. The best part about these programs, is that they cost a grand total of $0.00! A game's budget is always a large concern, so save money where you can!

May 3rd 2019

I am happy to announce that the Scene Editor is nearing it's completion. It will never truely be done, as I will always add new features to it, but as it is now, I can create any part of the game.

I have begun writing and storyboarding some scenes and outlining the direction for the upcoming alpha release. It will include multiple scenes, to display the capabilities of the engine as well as to introduce some of our characters. It will also include a playable part, which will be very important for testing the mechanics of the engine.

Above is a gif showing part of a scene. It takes place in an underground cavern and shows a bit of back and forth between some of the antagonists of our story. Please note, that the character sprites are still placeholders. These are sprites from Final Fantasy Tactics and/or custom sprites from the FFHacktics community. I specifically chose sprites that resembled my idea for the actual characters they represent.

The effect seen is one of many effects I was able to gather/edit/make with the program Effekseer which is an awesome particle effect editor that allows you to export a spritesheet. The effect above is a water sphere combined with some lighting behind it.

This is another part from the same scene. It shows one of the antagonists teleporting into the cavern much to the surprise of the other. Something I have been using a lot, to help tell the story, are emotion bubbles. The “!” and “…” are just a few of the emotions I made to help give more feeling to the scene. These emotion bubbles would not have been possible without the amazing work done by Game Dev Alliance on OGA. They created some great animations that I worked off of to create the effects you see above.

The teleport effect was an interesting combination between two effects. I wanted your standard teleport “swish”, but I also wanted something more sinister, so the dark purple lightening worked perfect. Combine this with some timing and “acting” and you have yourself a scene!

March 21st 2019

A lot of progress has been made as I continue to create the Scene Editor which will allow me to visually create scenes and stages for the game to be saved as JSON files. The files will be stored in the game data for the engine to use. Being able to see your characters moving around and talking while actively editing them is a big help and it has increased workflow already.

Due to limited graphical resources in terms of sprites, I came across an unusual scene. I needed to test out the sitting sprite I had made and I wanted to make sure it worked from all angles. This resulted in the main character, Alton, sitting at a table with multiple copies of himself which I found somewhat interesting. I decided to make a little comic out of it, which may help to give insight to the characters of this world and their relationships way before I am able to do that with the game.

I can't think of a more appropriate name than Instruction Manual so here's the first two pages, click to view the full comic.

Click to view full comic

Click to view full comic

I'll upload them whenever I make more, to this gallery. It also contains information about any resources used in the image. Aside from the text box in the lower left hand corner, everything else is straight from the Scene Editor and as you can see some lighting has been added so it's actually starting to look like a game!

February 10th 2019

There is a big update for this month: we now have an artist, Petr(Simulyatum)! He's an experienced artist who has an amazing portfolio of high fantasy portraits as well as epic european battlefield scenes. We started with character art such as 2D portraits, an area he excels at, and he came up with some amazing art for the two main characters, Alton Alstair and Emma Slate. To top it off, he is also doing the sprite art for the game and it is looking amazing!

For the first time I am able to run the game using original content which is a big deal, and as you can see to the left (if you're on a phone, you might not see it…) we have a new icon image of Alton and Emma standing under a tree. These sprites are the official Dusk Tactics sprites made by Petr, in their first incarnation, and looking amazing.

Style was a big part of the discussion. For the sprites, we decided to go with the an anime inspired look, with slightly enlarged heads to convey emotion and expressions. It's similar to what you'd see in Disgaea. The portraits are inspired by Tactics Ogre and are done in a more realistic fashion. While these are still being worked on, so far we have four main characters outlined and two completed.

I'll be adding more pictures to the gallery as well as some gifs featuring weapon animations. This is all early in the process, but we're on a good track to have a playable demo before the year is out, if not sooner.

January 2nd 2019

Happy New Year! I knew this would be a long term project but I honestly hoped I'd be a bit further by the end of the decade.

A lot has happened since the last update. We are now on a new web server, updated to newer versions of Debian, PHP, and DokuWiki giving us access to some newer features. The site had been changed around a bit, we now have a gallery which will feature both screenshots and game art.

Work continues on the game as I finish the engine and move onto what I am calling the Scenario Editor, which will be the backbone for making the game's story as well as playable scenes.


November 19th 2018

Progress on the game is coming along nicely however I am having some trouble with the website server so over the next few months I will be migrating to a brand new server. Most of the changes will happen in the background but the site should have some newer features and load faster.

With this expect more updates as we get closer to an Alpha testing release.

July 12th 2018

A lot of work as been done and there are tons of new features. The World Map is now more easy to navigate and looks much better. The entire control system has been fixed to include the main control style (controllers) with support for keyboard and mouse as secondary. All this means is that the entire flow of gameplay can be easily navigated with a controller, which I would like to be the main control setting.

The World Map UI looks better and shows more information now, too! Country names will appear with Location names on a panel in the top center of the map.

Behind the scenes, a lot of older resources and unused code was removed to not only reduce the size of the game, but to also clean it up. Removed about 200MB of unused resources.

June 9th 2018

I am continuing to progress at a very good rate and there is a lot of new things to show, so I will spend the next few days updating the site with the current project status. I am also ahead of my timeline for the closed alpha which should be available by Q3 2018. This will be a very rough playthrough of the first five chapters (or scenarios) with some alterations so the demo can feel more like an enclosed game in and of itself.

May 24th 2018

The project is coming along nicely, however there is very little evidence of this on the website so I am trying to update more often.

I have implemented a plethora of systems in the engine and have begun shaping the background story for the game. A lot has changed since the hiatus. The original idea of an Android/PC release has been scrapped to focus on a PC release (Windows 10, Linux, Mac). This is due in part to some changes with Android and their support of older development kits that I originally used. These are no longer supported and Android has released it's own SDK that is required to use for testing, compiling, signing etc. It's still Java, but some things aren't supported, so it won't be too big of a deal to go back later and do a port if need be, but right now I just want to get something playable out.

This enabled me to use larger assets with the greater screen size. I am currently focusing on 720P (1080P) at 60 FPS, however I don't give much stock to these numbers when it comes to the genre. The graphics must be good, the story must be great and the gameplay must be excellent. So I will continue with that hierarchy of goals.

As I continue to add to the engine, I am able to add more and more features in the game. To go into more detail, gameplay will be very much like classic SRPGs. You will control an ever growing amount of units using the World Map interface to move across the World from location to location as the story takes you across multiple continents. The basic loop being Story → Battle → World Map → Unit Management, Exploration, Recruitment, Merchants, Free Battles, and when you're ready you can move onto the next battle. The world map will feature nodes that represent Towns, Forts, Forests, etc. These locations will be visited using the path system that unlocks as you progress through the story. Please see the new Systems section to check out further details on not only the World Map system, but the Guild Hall system, Combat, Unit Stats, and other features of gameplay.

January 4th 2018

I'm happy to announce that I now have the proper time and resources to give this project a solid attempt. I will be working on this project, finishing the engine and developing the game itself over the course of the year. I am currently a one man team, so the timeline is pretty open ended, but I intend to aim for a playable demo by Winter 2018.
The goal will be a playable tactics game that features nearly everything that will be in the final game in it's most early stages. This will act as both a proof of concept as well as a jumping off point for debugging. More importantly, I need to focus on creating a fun experience that captures the essence of SRPGs as I know them.

April 11th 2016

The project is on hiatus, I will continue to develop the engine, but as far as the game goes, it's post-poned until further notice.

August 16th 2014

I am considering the official name of the game. So far the project will still be referred to as Dust Tactics, but the actual name will likely change. Currently some ideas I have had are Hundred Tactics and Ars Tactics. I'm obviously going to stick with the __ Tactics format.

In development news, the scripting system is pretty much complete and functional. It allows for story scenes and dialog using any and all units, this includes animations, particle effects, and more. This is how the story of the game will be told, through this “stage” using “actors”, which is actually what libGdx calls the Java classes used in scene2D user interface. The only thing left is to create a story and write a script…

The next step in terms of the engine is to create the AI. This will be the most important part of the game, and will most likely take the longest time to perfect.

August 11th 2014

With the game now being tested on Android, and being playable, I have moved forward and set up some short term goals. I would like to have a playable demo, which would include a sample campaign map. This consists of a playable map with a story behind it, and dialog from characters explaining what you're doing in the map. It's not yet known if this will be a tutorial style map, or just a playable bare bones map. I'm leaning towards the latter as the goal is not to teach people how to play just yet, but more to see how everything runs. You need to have a game first before you create a tutorial for it.

For those of you who are not familiar with this genre gameplay usually goes like this:

Story/Dialog → Army Management Screen → Playable Map

The story part will explain what's going on, and give the introduction to the playable map as well as explain it; i.e. why the units are there and what the purpose is for the map, like victory conditions. The Army Management part will come before you start any map. This will allow you to adjust your units, change gear, use services such as buy/sell and hire units. This three part system will be the baseline for the game, but there might be times where you play multiple maps in a row, or you see more than one story screen. No matter what happens though, this above routine will be followed.

These various terms, map, story, dialog, will all be separate screens that form the game itself. To start this, I have created a dialog system. This system will be used to tell the story in between battles. It is an important facet in gaming, the story, and how it is told is also important.

Dialog Screenshot

In this screenshot, which was taken from the laptop (so ignore the badly rendered font, and blotchy pixels, these don't appear on the phone), we can see a map, with units on it. These units are actors on the stage and they will tell a story. They can move, and animate, and more. Whatever is needed to tell the story.

This screenshot shows how the text shows up letter by letter.

Dialog System

Note that you are unable to see the animations in this image, I'll try to upload a gif at some point, but basically the text will appear on the screen one line at a time ala classic rpg style. I also plan to add a sound, similar to that in Final Fantasy Tactics, when dialog appears. When a unit is talking, they will be animated, so you know you it is. This is a very early stage of what it will look like. I plan to make the unit portrait and name more “together” with more information such as character level and possible HP/MP bars. Also the text will be at the top of the dialog box and be left justified. The difficulties with this lie in making sure everything remains in a relative position regardless of the size, the scene2d.ui library in libGdx is great for this, however it's been a steep learning curve.


The resources seen being used for the dialog, the background, and the hand icon in the lower right corner are by the artist Kenney. I want to thank him for the wonderful resources. I plan to use more of them in the game, and honestly it wouldn't be possible for me to have gotten this far without him and people like him who support independent game development.

June 2nd 2014

This marks the first time I have been able to run the game on a smart phone. It took some tweaking and code adjustments, namely using Gradle which helps ease the deployment to other devices. In the end it now runs and looks great on the android devices.

This is just the early stages, but it's a good step and from now on everything I code, I can instantly test on my actual phone. I want to thank LibGDX which has made this VERY possible for someone like me, who has never worked with android devices before. I did do some work with JavaME, but that as well all know, is pretty much obsolete. I also want to thank Eclipse as it's one of the best IDE's in my opinion, especially with the Android Development plugin, which allows the use of android emulators as well as a way to actively test on a live phone. Lastly I want to thank Android for allowing developers to freely and easily develop and deploy applications for their OS.

Now the biggest issue with programming for a phone is that the resolution changes with each phone. Also, since this is being worked on using a laptop, even though the screen is bigger dimensionally, the resolution is actually smaller than that of today's modern smart phones. That is, smaller screen but more pixels per inch. The official test phone for this project will be the Samsung Galaxy S4. I figured I could use this update to go over the technical specs of this specific phone, to get a better understanding of the platform.

Samsung Galaxy S4

  • Device Height 136.6 mm (5.38 in)
  • Device Width 69.8 mm (2.75 in)
  • Screen Size 5 in (130 mm)
  • Display 1920x1080px (441 ppi) Full HD Super AMOLED
  • CPU 1.9 GHz quad-core Krait 300 (LTE versions)
  • GPU IT tri-core PowerVR SGX 544 GPU
  • Memory 2 GB LPDDR3 RAM
  • OS Android 4.4.2 “KitKat”

This is by no means a “minimum requirements” thing. The game will still run fine on similar, and even somewhat older phones. I plan to test as best I can the various popular phones, but my focus for the time being is to get it working on this device above to the best of my ability.

January 20th 2014

Work on the game has slowed however we are still moving forward. The focus for now has been perfecting the game engine. Making sure units move properly on the map. A big issue was making sure that the unit's Jump and Move stat are taken into account when choosing the possible destination tiles. After choosing the destination, creating a path, the shortest and smartest path, and having the unit execute it.

Many of the updates focused on minor bugs and do not result in much visually.

November 17th 2013

After a short hiatus production on Dusk Tactics continues. After cleaning up some recently added code one of the bigger problems, handling units walking on tiles with allied units already on them, has been completely fixed. Some games handle this by showing both units on the tile at the same time, having the non-moving unit “step to the side” to let the unit pass. Currently the unit will just walk “over” any unit on the current tile, which while not as pretty, it gets the point across.

The biggest addition so far in version 0.1.3 is the Weapon system. Weapons can be equipped by a unit and will increase stats, usually the attack stat. When a unit attacks, their weapon will show up during the attack animation. Three different attack types are currently implemented:

  • Melee
  • Long Melee
  • Ranged

Melee attacks make up the majority of weapon attack types and allow the unit to attack units they are directly next to. Melee is the default for units meaning even without a weapon all units can perform an unarmed melee attack.

Long Melee attacks are from weapons like Whips and Polearms which can attack with a range of up to 2. They are similar to melee with the added bonus of being able to target a unit up to 2 spaces away. Certain Long Melee weapons will be able to hit every unit(max 2) in one direction(should there be two units lined up). These will require piercing weapons such as most Polearms. In this scenario, for example, a Whip would only hit the first target and not the second.

Ranged is for weapons like Bows, Crossbows, Wands, and will also be used in most spells. Ranged is the only attack type that allows for diagonal attacks as it allows for full 360 degree targeting. For now there is no minimum range, i.e. Ranged weapons can attack at melee range up to whatever their maximum range is. This might change in the future.

A Long Melee attack by the Dark Knight using a Spear. (I cropped together three screen grabs to show the process, read from left to right, he ended up missing :-| )

A fourth type of attack is currently in development. It expands upon the Long Melee to give certain special weapons a range of 3 with all the same benefits of Long Melee.

In other news you may notice that a large majority of the graphics that appear in the screenshots, namely the units, are from intellectual properties not owned by myself and are simply placeholders. The way I have designed the engine allows for the easy replacement of these resources with new ones using a specific sprite sheet layout. This allows for an artist to come on and know exactly what format and size the sprite sheets are, how many frames are needed and the overall style. Check on the top of this page if you're interested.

July 22nd 2013

Recent work has involved converting the user interface to the android library, basically for handheld use. Libgdx has a great library for UI which is similar to html tables. So far everything I originally had for the computer version now works with the Android version. Also, I was able to add the resistance system and the equipment system to the status screen.

Resistance will deal with individual resistance to each of the six basic elements as well as the Light and Dark element. It's still being worked out, but currently this will be a number value that corresponds to a simplified enumeration of resistance levels.

Equipment is what it sounds like, the items that a unit will have equipped. UI-wise these will show up as an icon of the item and it's name in the appropriate slot. You will see these items on the status screen, when browsing your inventory, or when at a shop.

June 21st 2013

The project has been converted to libgdx and now uses OpenGL to render all graphics. The project is now compatible with android and using libgdx's amazing library we can deploy to Android devices with ease. The screenshots seen earlier than today featured a border around the game screen which was for displaying temporary user interface items and will not appear anymore.

Here's what you would see if your device had a resolution of 480×272

As far as I know when developing for mobile platforms it's usually best to develop for the smallest resolution. When I programmed with JavaME the rule was more “develop for a single platform”, so this is definitely a step up. The new library in place for android development, libgdx, has made it incredibly easy to port code from native Java to not just Android devices but even HTML5 and others. This being said, I am currently working with an albeit arbitrary resolution of 480×272, which happens to be the Sony PSP resolution. This value can easily be changed to optimize the display for all android devices. As I mentioned earlier, developing for the smallest available resolution(within reason) for android devices you can make sure that the game screen never has to decrease in size, which in my opinion can look pretty bad. Any device with a larger resolution than the base would simply get just that, a larger resolution game screen.

Here's what you would see if your device had a smaller resolution

We can see that above(smaller) looks a bit worse than below(larger). Also notice that the user interface, in this case the height panel which gives us information about the currently selected tile's height in the form of “#h”, stays the same size regardless of the resolution BUT it maintains relative positioning which is just what we want.

Here's the resolution using my laptop's fullscreen (cropped for size limitations)

In closing, it's still very early in the project's development. The majority of the resources used are placeholders, i.e. the castle tiles are from Tactics Ogre as are some of the bushes/torches, but the underlying code is what matters. Also, you can see from the large screenshot above what is in store for the computer version of the game which will be able to display as big as fullscreen, which has a nice retro style.

June 12th 2013

The early part of combat is underway. Selecting to attack a unit display a preview of both the damage that could be done and the % chance of it actually hitting the target. Upon attacking, if unarmed (which all units are right now even though weapons are about 90% done) the aggressor unit will perform a “punching” animation while the defending unit performs an “i just got hit” animation. The resulting damage is then displayed as floating numbers that rise for a few seconds and disappear.

This method will be the skeleton that all forms of attacks, skills, and abilities will take. The differences will be the number of defenders, if it targets the attacker (i.e. self healing), and the like.

The screenshot also shows the results of the new naming generator, which currently uses a mix of 800+ names for both genders and another 400 for monster types.

In this rendition, Geist attacks Beatrice for 10 damage.

One of the main concerns I have so far is with the GUI. It's becoming much too cluttered and in a way overshadows the information it's meant to display. I want to rework it for a more minimalist design but for now I'd rather get things working.

June 5th 2013

Work is now beginning on the biggest part of the game, the combat system. Basic attacks will be added first followed by special abilities and the rest of the nuances involved with tactics battles. Newly added is support for Tiled maps using the .tmx map format. This allows for the construction of much bigger maps with an easier way to edit them. The first map made depicts a grassy field next to a large cliff with a waterfall and river flowing through it. There are two bridges to help cross the river. This map is extremely varied in height as it goes as low as 4 tiles and as high as 16 tiles.

You can also see the new Tile Info panel. It shows the tile image, the type of terrain, the movement cost, the x and y location1) , the attack modifier for the terrain, and the accuracy modifier for the terrain.

New Tile Info

Movement Cost is a way of defining how far you can travel by using your Move stat. The majority of tiles have 1 movement cost, but there are some terrains that cause some difficulty to move through such as swamps, deep water, and tar.

Attack Modifier shows a value that represents a percent increase or decrease in attack damage. Currently this is planned to only effect a unit's basic default attack and not abilities and spells. Green numbers mean an increase in damage while red means a decrease.

Accuracy Modifier is like the Attack Modifier but it affects accuracy. Currently this means the accuracy of nearly all attacks with some exclusions possible. Uses the same color model as above to show negative or positive changes.

Not yet implemented are two more important values. First is the movement type i.e. if it requires you to swim, float, fly, etc. Second is the elemental affinity of the terrain2) .

May 28th 2013

What is this project?

This is the culmination of various ideas I have had for a turn based tactics role playing game. As broad an explanation as that is, it's representative of the project's current status and on-going development. One thing I have always enjoyed about games in this genre, or even Role Playing Games in general is being able to manage and customize your party/army the way you see fit and watch as those choices play out in any given battle or if playing a story mode, seeing how your actions affect the game world.
There have been a small cache of games that not only offer this experience, but expand upon it in innovative ways. The well known games Tactics Ogre and Final Fantasy Tactics are some of the best known games that do this. My initial goal was to learn how these games worked in order to develop something that I could use to at least simulate what I wished to create.
I bring this up because the end goal of this project isn't necessarily the creation of a game, but to gain enough understanding about what games like this are composed of to be able to create something that is new. This project is not about creating a Final Fantasy Tactics/Tactics Ogre clone.

May 5th 2013

Finding Some Direction

As of right now the direction I want to pursue is putting more of a focus on the micro-management and customization of your “team”. In this game you control an army in turn based tactical combat. With many games in this genre you are given control of a protagonist along with a few different “load outs”.

On one side of the spectrum you may be given control of a team that consists of the protagonist and his/her allies who all have pre-set classes and preferred equipment. You still have control over these units during a battle, and there is usually some level of customization available, but in this setup you don't have the ability to do things like recruit generic units into your “party/army” or really experiment with different types of deployments. For example, you may be able to change the main character's class, but the rest of the party is either locked into whatever they started as, or a class system doesn't exist and the character's fill the classic rolls via their skills and abilities. Either way, this type of tactics game plays more like a traditional role playing game, with the same characters being used each fight and having them grow usually with some form of experience or stat gain.

On the opposite side of this spectrum you have a more “open world” experience. You may still have allies who you can deploy in battle, but the emphasis is on recruiting or building a large group of units to be successful in combat. This “army” often has an upper limit that is higher than the maximum number of units allowed in any given battle. For example, you may be allowed to have 45 units in your army at any given time but when participating in a battle only 10 of them may join in. Realistically in this genre the active party size is around 5 to 10, with most falling closer to 5 units at a time. Tactics Ogre's remake for the PSP pushed the limit to 12 ally units versus a maximum of 20 enemy units for certain maps (32 units fighting total!) as well as pushed the cap of total army members up to 50 units. The Disgaea series keeps to 10 units allowed per battle, but also allows you to keep an extremely high army size.

To be continued…

April 27th 2013


The soldier and the fighter face off in the debug room.


A ton of progress has been made on Dusk Tactics. The current alpha version is up to 0.0.9 with a series of new additions that really have the game coming together. As of this version the mechanics for basic map navigation, turn based system based on the speed stat, and a multitude of functions that are part of the turn based tactics system are really making the game look like a game.

As for the creative side the unit attributes have been set as have the elements and their rock-paper-scissor based mechanic. The world map has been created for the game world which is called Gaia. The world was split into regions representing countries with Acedia being the main character's homeland and where a lot of the story takes place.

Since features have been added, new UI graphics were created to show them. One of these is the new Unit Status screen which is your basic information window that can be displayed at almost any time by clicking on a unit and pressing the status button. This screen shows all the unit's statistics including experience points and bars for the HP, MP, AP, and XP, the current job, elemental alignments, portrait and even an icon sprite of the selected unit.

My next post will get into more about the intended timeline for the game's completion, it's planned release formats (definitely PC/Mac/Linux probably Android devices possibly Ouya), and a whole lot more concerning features and gameplay. Until then you can check out the various pages on this site which are literally added as I add new features to the game or come up with new ideas. I'll also try to add new screenshots and work on this main page to have some dynamic “what's new” type section. This seems to have turned into more of a to-do list than an update.

March 1st 2013

Currently we have a nice isometric map being displayed as well as a unit standing on one of the tiles. The game will be displayed in standard 2:1 isometric form much like in the Disgaea Series, the Tactics Ogre series, and of course the Final Fantasy Tactics series. This rendition of the game will feature both a 2D map with 2D entities that move around it. That being said, the code isn't important in terms of what libraries I use or even optimization. The goal right now is to get a working version up as well as creating a skeletal base for the various functions used for the non-graphical parts of the game.

I don't see myself changing the perspective or the graphical style of the characters and units. Basically it's going to stay a 2D isometric game as I am really fond of that style and I think if done right it can be just as appealing graphically as any other modern game. The map, however, might one day utilize something like OpenGL to give a 3D map in order to add various features to the game such as being able to rotate the map 360°, display a much more detailed environment with lighting and texture mapping, and other functions that are beyond the scope of 2D. Also, a switch to a 3D map doesn't have to change how the map actually looks in-game. Tactics Ogre: Let Us Cling Together did an excellent job with it's remake for the Playstation Portable.

February 9th 2013

Work on Dusk Tactics continues at a slow clip with the building blocks of the game being coded and tested. I like to also focus on graphics as I develop something like this so that I am able to further my experience with image editing programs as well as get a break from the coding process to work on design.

User Interfaces are extremely important in all types of games and I personally enjoy working on them. I like interfaces to be clean, minimal, and intuitive, all while making user interaction as simple as possible. A mistake I used to make, and still do, when working with the graphical side of UI is to over emphasis the aesthetics and end up with something that is too ornate and over-flowing with unneeded information. This is about as far into graphic design as I would like to go. As much as it would be fun to design everything from characters to sprites to animations, there are limits to both time and talent.

Hopefully there will be more information about the actual gameplay in the next news update. Even if I don't get to coding anything beyond the basics of the game, I'd still like to iron out a basic plan for how this game will play and the various systems it will include.

December 22nd 2012

Project begins basic design phase including a mock-up of Java code to theorycraft some ideas. Named after a much older project I worked on and played called Dusk. Dusk was a graphical MUD coded in Java and played via applet.

Plans for this game are to simply work on a turn based tactics game, that's all. Since the majority of all small projects like this almost never reach completion my goal is to focus on the journey rather than the end product. Obviously seeing this game to even a playable state, let alone completion, would be great, but more important to me is furthering my knowledge of Java, the inner workings of turn based strategy games, and testing my constitution so to speak to see how far this project goes.

About Dusk Tactics

Dusk Tactics*3) is a strategy role playing game being developed in Java. It is being developed for mobile devices with Android being the goal. It will also be released for PC/Mac/Linux. As to when it will be released, I am trying for a fully playable beta ready by the end of 2013 (?! so naive…haha) with possible alpha testing beginning before that.

As it's very early on there is little to say about the gameplay other than it will play similar to games such as Final Fantasy Tactics and Tactics Ogre with some major differences in how you build your army and manage your units. There will be more of a focus on the class system and character customization. Battles will be very dynamic as you experiment with fielding certain character classes together in an effort to destroy your opponent.

Click to see full screenshot with GUI

Dusk Tactics is a project to develop a turn based strategy game much like Tactics Ogre, Final Fantasy Tactics, and Disgaea for both Android devices (TBD) as well as PC/Mac/Linux (Main Focus). It is an entire engine and game coded in Java that currently uses the LibGDX library for it's excellent OpenGL support through LWJGL.

This site is basically a development notebook as I continue working this project as outlined above. Currently I am working on this alone and it's been more than a year, but counting time spent working on it, it's about 6-7 months time. It's hard to gauge how far along the game is, but it's definitely less than 50% complete.

The focus currently is still on the underlying engine, as I am creating it from scratch with the help of libgdx to allow the use of OpenGL and Android deployment. As I create the engine I am building the game itself in the form of ideas, notes, and some aesthetics such as the placeholder graphics and interface.


In an effort to raise money for the development of this project I have began selling my collection of Video Games and accessories, they can be found at my eBay store: Game Deli

This above has since been put on hold until I have more time.

Also if you need any kind of website hosting, especially if you need SSH access or want to set up a game server you have to check out ChunkHost Beta Test

It's the server I have been using since 2011 and it's been great, also if you sign up using that link I get a break on the server fees, so it can be a great help. Anyway, back to the project…

Social Media

Want to help spread the word? I had this crazy idea to help you do that!

Simply click the above buttons to share this project on your favorite social media site! It's amazing nobody has thought to do this before!

Seriously though, any help in spreading the word is hugely appreciated!

Note: This is just for debug purposes and will not be there during normal gameplay
Note: This is still in the early stages and might be dropped
Name subject to change
start.txt · Last modified: 2019/09/11 01:02 by lou