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Dusk Tactics

2D Isometric Turn Based Strategy RPG

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Development Log #070

Development Log #070 New Pathfinding With Long Jumps – January 25th 2023 This is actually a huge update that’s been in the works for a while. I’ve finally replaced the old pathfinding system with one that supports different methods of navigation between nodes. Essentially, units can now jump across gaps! (jump animation is a WIP,

Avatar Posted by lou Posted on January 25, 2023January 5, 2024

Development Log #069

Development Log #069 Directional Damage & Synchronized Animation – January 13th 2023 I noticed recently that damage was a bit flat. When a unit gets hit, it doesn’t have the exact visual feel I am going for, so I decided to try out nudging units in the direction they are hit. It sort of simulates

Avatar Posted by lou Posted on January 13, 2023January 5, 2024

Development Log #068

Development Log #068 Projectile Trajectory – January 3rd 2023 Polishing some of the finer aspects of ranged targeting. Trajectory will switch to a smaller, more optimized angle if possible when target is on a similar height. Just one of many small enhancements for the demo! Simulating 3D trajectory in a 2D space has been a

Avatar Posted by lou Posted on January 3, 2023January 5, 2024

Development Log #067

Development Log #067 A Look Back At 2022 – December 21st 2022 Dusk Tactics has come a long way and one of the major issues I had been putting off, display at different resolutions, is finally handled. The game now displays much better at different resolutions (whew). This involves using a frame buffer to draw

Avatar Posted by lou Posted on December 21, 2022January 5, 2024

Development Log #066

Development Log #066 Shield Blocks & Spell Reflects – December 5th 2022 A feature I’ve had in the game for a while, blocking, has always looked a bit awkward, so I decided to work on the block animation. The gif below shows a Berserker using a shield to block. It’s still a work in progress,

Avatar Posted by lou Posted on December 5, 2022January 7, 2024

Development Log #065

Development Log #065 Loot Drop Animation – November 19th 2022 I created a new item drop animation after doing a study of the recently release game, Tactics Ogre: Reborn. The main idea is that after a unit dies, the loot bag fades in, then drops, squishes, and pops back. I also delay it a bit

Avatar Posted by lou Posted on November 19, 2022January 5, 2024

Development Log #064

Development Log #064 Design Choices & Mimics & Tools – October 27th 2022 Named Generics will now have unique sprites for all Jobs. They’ll retain their special generic Job, of course, but now you will be able to tell who they are no matter what Job they currently are. They will still have a single

Avatar Posted by lou Posted on October 27, 2022January 4, 2024

Development Log #063

Development Log #063 Bonus Points – October 1st 2022 A feature of RPGs that I’ve always liked has been the ability to assign a set number of stat points upon level up. This allows you to have a little bit of control over how a character grows. So what I decided to do was implement

Avatar Posted by lou Posted on October 1, 2022January 4, 2024

Development Log #062

Development Log #062 New Art: Miranda & Kestral – September 25th 2022 New art for two characters has come in! @drei_pzxl finished a new character portrait & it came out so good! Blown away by how awesome Miranda looks. She, like all the portraits, have layers for accessories/expressions, so they are highly customizable. Now that

Avatar Posted by lou Posted on September 25, 2022January 4, 2024

Development Log #061

Development Log #061 Movement Attacks: Charge – September 3rd 2022 This type of ability will have the acting unit move as part of the action, ex: charging through multiple units and ending up on the opposite side. This ability type is heavily influenced from games like the Disgaea series where move-attacks are used frequently. I

Avatar Posted by lou Posted on September 3, 2022January 4, 2024

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