Without territories there is no kingdom.
There is how territorial expansion into neutral areas works in Borderline.
https://t.co/3YIeYL3IyO: https://t.co/6IzNFp7Uld
#gamedev#indiedev#strategygame#indiegames
One of the most important mechanics in Borderline is budget management.
Players must plan ahead to allocate their gold to avoid resource shortages, as the game doesn't offer a system for instant resource acquisition!
#gamedev#indiedev#strategygame#indiegames
@IndieGameJoe Wonderful! An interesting twist on my favorite game. I have to write this one down. Can you tell me more about the world structure? Is the map randomly generated? What are the politics, trade, and town development like?
Big milestone today.
My turn-based strategy game now has a fully playable prototype.
> Cities
> Economy
> Technologies
> Complete gameplay loop
> Win/Lose conditions
Still a lot of balancing and polish ahead, but it's finally fun to play.
#gamedev#indiedev#strategygame#unity
Today's progress:
β’ Replaced sliders with toggles in the map editor
β’ Territory borders now render only between different owners
Small improvements, but they make developing the game much faster.
#gamedev#indiedev#unity#4X#screenshotsaturday
Day 1 of building my own 4X strategy game.
The first milestone is done: a custom map editor.
It can already create, edit, save and load maps.
Many more systems to build. π
#gamedev#indiedev#unity#4x
I just released a free demo of my space salvage game Deep Salvage on https://t.co/ONvI5vM2nW.
Fuel, crew, cargo limits and more. All decisions matter.
βΆοΈ Demo link: https://t.co/XagJZaKiXW
#gamedev#indiedev#spacegame
I just released a new devlog for Deep Salvage.
Cargo systems, crew management and core gameplay decisions are finally in place.
βΆοΈ Full devlog on YouTube
#gamedev#indiedev#devlog#spacegame
I reworked mining and cargo in Deep Salvage.
Loot is gained over time,
cargo space is limited,
and only mothership cargo returns to base.
Risk and planning matter now.
#gamedev#indiedev#indiegame
I rebuilt ship progression in Deep Salvage.
Modules change ship visuals and stats.
Crew and fuel decisions matter before every expedition.
Still early, but itβs finally coming together π
#gamedev#indiedev#screenshotsaturday#indiegame
Iβve just released a new devlog for my indie space game, Deep Salvage π
Lots of UI work, system reworks and early mothership modules.
More coming soon.
#gamedev#indiedev#devlog