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Dusk Tactics

2D Isometric Turn Based Strategy RPG

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Development Log #018

Development Log #018 (Archived)

 Mobile Scrapped, Focus is on Desktop Release – 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.

Note: The images on some of these older development logs might show resources that are copyrighted or have other use restrictions. None of these resources are used in the current version of the game and they were never used in any version that was released at any time.

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