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Horns of Dominion – Day 12
Today was mostly polishing UX; first off fixing a bug my wife discovered, the split command was allowing 0 quantity units to be created. As I fixed that I noticed something weird with 1 size units; by the end of the game their population was dropping to 0, without any…
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Hospital Anomaly Tactics – Day 4
I saw some Animal Hospital Anomaly gameplay videos yesterday, so I’m emulating the main loop; it seems the charm of the game (at least initially) is doing repetitive chores (I can understand the appeal) before things go to hell; not sure how much I’m going to be able to put…
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Horns of Dominion – Day 10, mobile and mangling
I thought of adding mobile support, just to make this available for more people; the basics were working already, but it needs responsiveness. The biggest issue was how the map was being fit to be shown completely through the width, which didn’t work at all in portrait mode. My first…
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Hospital Anomaly Tactics – Day 3
Bump with animal while on an examination room to diagnose. Simple sickness treatment using items, patient discharge on healing. Next up:
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Horns of Dominion – Day 9
Managed to slot a lot into the game today, and made it public asking people to test it out! You can check it out at https://slashie.net/js13k2026/ (at least for now, will likely move that to itchio at some point) The first change was adding fatigue to prevent units from rushing…
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Hospital Anomaly Tactics – Day 2
Added pathfinding, admitted patients will now go to an available room, rejected patients will leave the hospital. Admitting a patient will also make another patient spawn, up to 4 to fill the hospital rooms. Not much else done today, but this is some base work that will be needed
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Horns of Dominion – Day 8
I set to implement the gameplay portion of the playtesting feedback, but I knew we were running out of space. This added up to the fact I felt the map was a bit too crowded in the middle of the screen, so I decided to do without the floating island…
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Hospital Anomaly Tactics – Day 1
It’s time for roguetemple’s fortnight or, well, it’s been for over one week already. My first idea to participate was kind of fuzzy; I imagined a traditional roguelike represented as a Muisca stone painting; I even implemented the foundations of it in Unity, and wondered a bit about how it…
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Horns of Dominion – Day 7
Wading through the list of gathered feedback, I decided to first tackle the UX changes and then hitting gameplay. But before jumping into that, a thematic change: dragons were just not being dragons as they stood… they were more like slow, bulking siege engines. So I decided to rename them…
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Horns of Dominion – Day 6
I invested some good time playing the game and building a list of stuff to improve both the UX and the gameplay; I’m afraid and sad that I won’t be able to fit all of that into the 13kb. At the same time this reminds me the merits of js13kgames…
