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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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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…
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Arkathul – Day 14, flow
Today’s work focused on making the game feel more natural on a phone, while fixing a handful of presentation and gameplay issues that were becoming harder to ignore. The mobile controls have received the most attention. The centre button now serves as the main action button during normal play: tap…
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Castle of the Vampire: Day 13, wrath of the relics
This has been a substantial change to how combat works in Castle of the Vampire. What started as a free-aim system for relics has grown into a more unified weapon system, with different firing patterns, consumable ammunition, and a tutorial that teaches the player to use ranged attacks as a…
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Pixel Centurion – Day 10, massive pixelbattles
Development had been stuck for days – I attempted a huge refactor to abandon the DOM elements used for the UI (especially for the scenario creation) and instead render all on a single canvas, in an attempt to have a more homogeneous look. Alas that took a dark turn into…
