Devlog # 12– Arena UI Overhaul & Grapple Mechanics!
In the past couple of days, I’ve made major strides toward polishing the combat experience in Chains on Sand. Here's a quick summary of the highlights:
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New Arena UI Panel: I've implemented a fully functional action panel at the bottom of the screen with dropdowns for stances, hit locations, maneuvers, and spells. All actions are now mouse-accessible, with keyboard shortcuts still supported.
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Context-Sensitive Buttons: Attack options like punch, kick, grapple, and weapon attacks now grey out when unavailable due to injuries, missing gear, or special conditions. No more wasting a turn trying to punch with broken arms!
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Grappling System Implemented: Players can now attempt to grapple opponents, restricting their movement and defenses. Escaping requires a successful strength contest—fight for control!
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Facing Mechanics Finalized: Characters now flip automatically to face their enemies as they move and end their turns, enhancing tactical clarity.
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Polishing and Bug Fixing: Countless small improvements to menus, game log clarity, action button states, and combat logic.
Check how the new interface improved a lot!
We're getting close to a fully playable Arena build! Thanks for following development—and stay tuned for more updates soon. If you are liking these devlogs, leave a comment or a like!
Get Chains on Sand Demo
Chains on Sand Demo
Tactical arena combat meets permadeath and blood-soaked legacy.
Status | In development |
Author | tabulaforge |
Genre | Simulation |
Tags | 2D, Procedural Generation, Singleplayer, Unity |
Languages | English |
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