Devlog # 13: Combat Logs, Clarity, and Feedback Polish
Over the past two days, I’ve focused on refining one of the most important storytelling tools in a tactics-heavy game like this: the combat log.
Gamelog Overhaul
The combat log now delivers much more flavorful and informative text, helping players visualize each strike, block, and turn.
Added contextual combat narration, e.g.,
"Haeth strikes Drogar’s arm, but their armor absorbs most of the blow—only 2 gets through!"
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Combined redundant lines (like “attempts a punch” and “throws a punch”) into a single clear message.
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Fixed grammar issues like "throws a punches" 🙃
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Armor Feedback
Armor interaction now has its own log message:
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Displays how much damage was absorbed
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Shows remaining damage after armor
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Skips messages if all damage was blocked ("Wasted!")
This change makes armor feel tangible in the flow of combat and helps players learn through observation.
Placeholder Name Handling
Players who skip naming their fighter now get a warning before continuing:
"You haven’t entered a name. You’ll be known as ‘Contender’. Proceed?"
There is also a warning if the player leves XP unspent.
Other Small Fixes
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Reworked how names are pulled to display correct names in the logs.
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Improved targeting feedback in unarmed attacks.
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Polished the order and structure of log lines to prioritize clarity.
That’s it for now! The next steps will likely involve continued polishing of UI and maybe a first pass at optional combat detail toggles (e.g., showing percentages or breakdowns for those who want it). Thanks for following along!
— ThVaz
Chains on Sand Developer
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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