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Dusk Tactics

2D Isometric Turn Based Strategy RPG

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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 portrait like main characters.

Next up, there will be a 10% chance of a Mimic appearing when you go to open a Treasure Chest. If this happens, a new enemy will be added to the map and it will look almost exactly like the Treasure Chest. It will attack anyone, so this includes enemy units as well.

Mimics are very resilient overall and have high elemental resistance. The gif above shows a few frames of the Idle animation after which it does a little bounce which is the best I could come up with for a ‘Movement’ animation.

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Lastly I wanted to give a quick behind the scenes peek at the Scenario Editor. I am currently using it to create some ‘random battles’, basically non-story battles that can pop up. Below you can see one of these very large battle maps loaded up.

This is one of many tools I’ve created to help with development. Another example is the Item Editor which is really just a front end for creating Items. It can create, modify, manage, and sort Equipment, Consumables, and any other kind of item.

This particular gif is showing off the latest feature which allows me to put certain items into Tiers. These Tiers make it easier to stock shops with similar items, rather than create each item inventory from scratch.


Note: Remember, some of the images and gameplay depicted here may be outdated and does not represent the current state of the game!

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