Development Log Week 11
- digitaltinkerllc
- Oct 6, 2025
- 2 min read
Ground Combat
Camera capture enemy actions - the camera focuses on enemies who are performing actions during the enemy turn
Implement Ranged Weapon Traits - ranged weapons grant special abilities based on their type
Pistols and Shotguns can target units in melee range and receive an accuracy bonus at close range
Machine guns can fire twice if the unit remains stationary
Sniper Rifles cannot move and shoot, receive an accuracy penalty at close range, and receive a large accuracy bonus for distant shots
Vaulting/Climbing Animations - added vaulting and climbing animations for when units scale obstacles and terrain
Ladder Animations - added animations for when units climb ladders
Space Combat
Refactor Ship Combat Damage Registration - the original prototype relied on separate physics colliders to determine where a ship received impacts. This has been greatly simplified to a single collider with the point of impact determined by algorithm
User Interface / User Experience
Show Both Loadouts on UI - the UI now shows both weapon sets a unit is equipped with so the player no longer has to rely on memory or swap weapons to see
Highlight Objects of Interest Mode - added a UI mode that highlights objects that can be interacted with (doors, buttons, containers, corpses, etc.) and displays their name above the object
Bug Fixes
Bug: Compound Command with Sentry can activate Sentry on same move as Interrupt - removed an exploit that allowed a unit to reveal an enemy and take a sentry shot at them in the same turn by issuing a compound command
Bug: Heal Self as Compound Command - units can now heal themselves when using healing action as a compound command
Bug: Revealed Sentry vs. Free Move - enemies can no longer take a sentry shot and move in the same turn
Bug: Dead Melee units provoking opportunity attacks - dead characters with melee weapons no longer attempt to take opportunity attacks against opponents walking too close to their corpse
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