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Pixel Centurion – Day 15: Keeping Battles Moving
Visuals Changed the fog to use dithering instead of blur, and it looks much better. Battle Simulation and AI Commitment Continue in the quest to make standing by doing nothing not being the winner strategy; but first added seeding to the battle simulation so that individual battles could be reproduced…
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Arkathul: Day 19 – Balance
Enemy Levels and Progression Instead of defining individual enemy stats for each stage, enemies now have a level that determines their attack and HP based on their base race values. Each stage definition specifies a range of enemy levels, providing a much cleaner way to control difficulty progression. Simulating the…
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Pixel Centurion, Day 14 – Fog of war
Now you can only see as far as the commanding range of your centurions or chieftains Improved input a bit for trackpads, drag with two fingers to move the map. Added a chance to miss in melee, to bring a bit of uncertainty to combat. Continue experimenting with things to…
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Arkathul – Day 18: Arcanepunk weapons
Pathfinding and Movement Running across fallen logs in Stage 0 is now possible, while monsters move more slowly through rubble. I also restored the behavior that recenters the viewport on the player while moving when zoomed in, making it easier to follow the action without losing track of your character.…
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Pixel Centurion: Day 13 – Dense Forests of Germania
Hotseat support has been removed. You can still choose Human or AI independently for each side, but only one side can be controlled by a human. Selecting Human for one side automatically switches the other to AI. If both sides are set to AI, you can simply watch the battle…
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Arkathul – Day 17: Smarter Touch Movement
This update improves movement and navigation across desktop and mobile; you can now tap a tile to move there. The game calculates a path and moves the player toward the destination, stopping when an enemy comes within range. This is integrated with the existing Run logic, so movement feels consistent…
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Zombie Nightmare Escape – It’s out!
I’ve been working on this Fortnite island with my friends at Teravision Games; today it’s finally out!
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Arkathul – Day 16, Balancing Difficulty
This round of updates continues to shape the difficulty curve and exploration experience. The game is becoming more demanding, with tougher enemies, more aggressive monster behavior, and fewer safety nets for the player. At the same time, inventory capacity and stronger healing items provide a little more room to prepare…
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Pixel Centurion: Days 11, 12 – Quest For The Fun
I continue trying to make the experience fun and rewarding: right now there’s a big problem; you can win just standing by (reminiscence of old Centurion: Defender of Rome, stand by tactics?) I can do better, but it’s not as simple as it sounds. Spent some time with some tooling…
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Arkathul – Day 15, Armor and Destruction
This update brings two changes to Arkhatul: Castle of the Vampire: explosions can now destroy doors, and the game has a new armor system. Armor adds another layer to combat, with different equipment suited to different threats and a durability system that makes protection something to manage rather than take…
