Development Log Week 1
- digitaltinkerllc
- Aug 16, 2025
- 2 min read
User Interface / User Experience
Replace Shoot Action Range Indicator - the original prototype highlighted all grid squares in range, but this was too visually busy. We replaced the behavior with a simple circular outline of a weapon’s maximum range
Render Lines to Valid Shooting Targets - when shoot action is active, a red line is rendered from the shooter to all valid targets, giving the player an easy way to see their options at a glance
Cycle Active Character Hotkey - added a hotkey to cycle between characters
Camera Centers on Selected Unit - QoL improvement. The camera centers on the active unit when cycling characters
Mouse Scrolling - added the ability to move the camera by moving the mouse to the edge of the screen
Movement Cursor & Path Line - a line is rendered illustrating the path characters will take if given a movement command. This will be useful later when attacks of opportunity and environmental hazards are implemented
Ground Combat Gameplay
Damage Ranges - attacks now do a randomized range of damage rather than a fixed amount. Different weapons provide different damage ranges.
Critical Hits - attacks now have a chance to critically hit for additional bonus damage
Min/Max Hit Chance - ranged attack accuracy is now clamped between 5% and 95% for that wonderful X-Com feeling of missing guaranteed shots if the RNG gods are upset with you
Heal Action - added an action to facilitate healing from things like medkits, etc.
Cover System Initial Implementation - characters can now use the environment to take cover, shielding them and making them harder to hit with ranged attacks
Flanking - outmaneuvering opponents in cover provides a critical hit chance bonus
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