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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.

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Probably the most important aspect of life, in a sense. It's how we organize our existance and experience the world. For Dusk Tactics, the time of day will play a pretty important role as it will determine some aesthetic features as well as some more in-depth systemic changes.

Different Times of Day

I originally wanted to include at least 5-6 different times of day to set up, but I eventually settled on the most important, in terms of the game's scope and my own view. So instead of Morning, Noon, Night we will have a similar, but differently named Dawn, Dusk, Night. Both Dawn and Dusk are essentially what we consider “daytime” just different parts of it. One is the beginning, or birth and the other the end, or death. Night is as it always is, very dark.

This is not to say that other times of day wont be seen or used, it's just visually and possibly musically, the transitions will focus on Dawn to Dusk to Night.

I want to thank KokoroReflections for the most amazing depictions of these three times of day. Even though the game is 2D, these are essentially beautiful skyboxes that will appear in the background of the game. You're actually looking at one now! It's used in the background for the website and in many of the title logo images I use across the internet. It's actually depicting a sunrise or Dawn, but I sort of see it as Dusk.


This is the morning, the start of a new day. The sun is rising and all is new again.

When on the battlefield at this time of day you'll experience some slight advantages and disadvantages. All of the bonuses from the daylight times are similar, while the night has, in a sense, an opposing experience. For Dawn, Dark Element no longer receives a bonus like it did in the Night, however it does not start receiving a penalty until later in the day.

  • Small Increase to Light Elemental Effectiveness
  • Small Increase to Ranged Accuracy/Damage
  • Small Decrease to Melee Accuracy/Damage


This is sort of a catch-all between Dawn and Dusk as I needed a normal “daytime” background. Dawn and Dusk are both parts of the day time as far as the game is concerned, so Noon is sort of the average of the two.

  • Increase to Light Element Effectiveness
  • Decrease to Dark Element Effectiveness
  • Increase to Ranged Accuracy
  • Small Increase to Ranged Damage
  • Increase to Melee Accuracy
  • Small Increase to Melee Damage


The end of the daytime, while still technically day, it's the last of it as we transition into the night. Dusk acts as a gateway into an almost alien world where there is very little light. Like we had with Dawn, we lose our Light Element bonus, but Dark Element still receives a penalty, albeit decreased.

  • Small Decrease to Dark Element Effectiveness
  • Small Decrease to Ranged Accuracy/Damage
  • Small Increase to Melee Accuracy/Damage


Unlike daytime, Night has but one name: Night. It is the darkness punctuated by an impossible amount of stars. Nearly pitch black, with tiny pinholes of light getting through. The Night will feature a large boon to those who use Dark Element abilities, while inhibiting Light Element. Overall Accuracy is also decreased, while overall damage suffers a small penalty.

  • Decrease to Light Element Effectiveness
  • Increase to Dark Element Effectiveness
  • Decrease to Ranged Accuracy
  • Small Decrease to Ranged Damage
  • Decrease to Melee Accuracy
  • Small Decrease to Melee Damage

Atmospheric System

Time is one of the major components of the atmosphere in Dusk Tactics. Above you can see the the different bonuses and penalties to various skills and abilities. These are added to the other components of the atmospheric system which include Weather, and Terrain. The three of these make up a largely dynamic, representational simulation of conditioons your units will be fighting under. While each part is small, together they can influence the outcome of one sided fights, or turn the tide in the middle of a siege.

system/time.txt · Last modified: 2019/12/10 05:12 by lou