Skip to content
  • Story
  • Characters
  • Lore
  • Jobs
  • Combat
  • Features
  • FAQs
  • About

Dusk Tactics

2D Isometric Turn Based Strategy RPG

  • Story
  • Characters
  • Lore
  • Jobs
  • Combat
  • Features
  • FAQs
  • About

February Roundup: Portraits & Shadows

Avatar Posted by lou Posted on February 23, 2024February 28, 2024
0

So far this month we have already smoothed out dozens of gameplay features and cleaned up several bugs. This includes visual things like small tweaks to sprite animation problems (animations not playing properly) and proper placement/size of 2D shadows. Both of these have made gameplay look a lot better.

Below we can see how the shadow takes on an appropriate size at all times. Even when a unit’s movement type change to hover and then reverts back to normal. This is also used when a unit jumps across a gap. Since we lack a real third dimension, we have to fake a lot of stuff that requires depth, so little things like this really are very important to get right.

A unit going from standing to hovering and back, all with a proper shadow size.

In the tactical role-playing game / SRPG genre, you’re going to have a lot of characters. This includes main characters, side characters, enemies, and even one and done NPCs. All of these require both sprites (obviously, haha), and larger portrait art to be used in both dialog cutscenes and on the in-game UI. As of 2/24 we have a complete set of main character portraits, side character portraits, and five (5) generic job portraits (one for each gender, making 10 total!). For now, our goal is to have proper portrait art for everything included in the demo, which is a lot.

The 40+ scenes in the demo include gameplay and dialog that will most likely change in the actual release version. For now, we’re trying to see what works, and set up a proper pipeline to create scenes and display them in a nice looking user interface. There’s so much that goes into little things like where a text box should show up or when to pan the camera that it’s important to get these fundamentals down pat before creating the entire game.

The screenshots below are from the end of the 3rd scene where our main characters, Belavosi Grandoff and Miranda Donovan meet the talented purple haired Scribe, Relena Farrow. This is just one of many variations of our dialog/scene layout that we have tested. It’s possible that for smaller scenes like this where just a few units are speaking to one another, we’ll use a 2x zoom in. It’s also possible we’ll change up the size and location of the textbox.

Currently we’re just using faces (neck up) for dialog portraits, but since we have 3/4 body portraits to work with, we can try out different sizes (busts are used below). No matter the size, the portraits will all feature a range of different emotions (see Relena in panel 1 & 3).

These are the fine work of our official portrait artist, Pzxl. While I don’t want to spoil everything, they just finished up some of the generic portraits, which are done a bit different than the main character portraits.

For generic units, i.e. units you may recruit or that will join you and have no real distinction other than their Job and gender, we have a paper-doll style system to give you a variety of different looks for similar units. Generic portraits are solely based on the Job, i.e. Warrior, Scribe, etc. There are two variants (usually), one for each gender. On top of that, we have several variation in terms of hair style, hair color, facial features, etc. So even two units with the same Job and gender will have some variety.

 

Categories: General, News

Post navigation

Previous Previous post: Happy New Year 2024
Next Next post: Dusk Tactics Engine: Flying 2D Isometric Movement

Related Posts

  • Turret Potential and Game Polish

    One of the last features has been implemented: Turrets. Turrets make up immovable objects that can attack, such as a Ballista. Currently, the idea is to enable units to ‘take over’ a turret that’s on the map, after which it will automatically attack their enemies. The enemy CPU can also do this, so you might

    Avatar Posted by lou Posted on May 14, 2025
    0
  • New Additions: Dual Wielding

    The latest updates include a revamped weapon sprite system and the ability to properly dual wield weapons. When a unit equips a weapon, you’ll actually see it on the character sprite. This goes for both weapons and shields. Each weapon type has a default sprite, which some weapons having their own unique sprite. The update

    Avatar Posted by lou Posted on April 14, 2025
    0
  • Dusk Tactics State of the Game 2025

    I remember back in 2018 thinking that I’d have a public release demo out way before 2025. Well it’s 2025 and we’re getting pretty damn close. There’s way more cleanup going on than I would have ever imagined. So many things to wrap up and take care of, especially as a solo-developer. – Dusk Tactics

    Avatar Posted by lou Posted on February 5, 2025
    0
  • Looking At 2D Isometric Map Rotation

    There’s a lot of things that I’d like to add to the game, some are outside of the scope while some are just very difficult or impossible to get working and have them look how I want them to. One of these things is map rotation. It’s a downside to going to 2D isometric route,

    Avatar Posted by lou Posted on September 1, 2024November 20, 2024
    0
  • Dusk Tactics – ScreenTest Released, Testers Needed!

    As we get closer to a wider alpha demo release of the early version of Dusk Tactics, I will be conducting various tests to see the best methods for handling things like screen resolution. This is the toughest part because there are so many different resolutions, and then you have OS DPI magnification, etc. Since

    Avatar Posted by lou Posted on July 24, 2024July 25, 2024
    0
  • Dusk Tactics Engine: Flying 2D Isometric Movement

    Recently I decided to tackle flying-based movement. If you’re familiar with games like Tactics Ogre, you may recall everyone’s favorite hawkman: Canopus. There’s also the elusive Divine Knight class. What these have in common is they are winged humanoids and thus can both fly and walk. What I always found fascinating was how winged units

    Avatar Posted by lou Posted on May 4, 2024June 27, 2024
    0
Avatar
lou
Creator of Dusk Tactics.

Leave a Reply Cancel reply

You must be logged in to post a comment.

Asides

Meta

  • Register
  •  • 
    Log in

    Account Management
    Game Features
    Gameplay System Overview
    Story & Characters
    Background Info & Character Bios
    World Lore
    Nations, Locations & History
    Combat
    Battle Flow & Formulae
    Unit Management
    Records, Inventory, Outfitting
    Job System
    Stat Growths, Tiers & Ranks
    Attributes
    Primary & Secondary Stat Info
    Abilities
    Skills, Arts, Magick & Prayer
    Passives
    Stat Boosts, Auras, Conditionals
    Status Effects
    Buffs, Debuffs & States
    Items
    Reagent, Potions & Equipment
    Development Log
    Latest Updates & Feature Progress
    Screenshots
    Gameplay Image Gallery
    Press Kit
    Coming Soon*
    • About
    • •
    • Contact Us
    • •
    • FAQs
    • •
    • Terms of Service
    • •
    • Privacy Policy
    • •
    • Sitemap
    COPYRIGHT © 2025 - Dusk Tactics