Devlog #17: Smarter Enemies, Big Bugs, and Satisfying Progress
Hey everyone!
Here’s a quick update on what’s happened over the last two days in development:
AI Overhaul: Every Enemy Archetype Now Feels Unique
The biggest change has been a full rewrite of enemy behavior!
Enemies now follow distinct strategies based on their archetype:
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Brutes rush and overwhelm you without fear.
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Rogues try to flank, hit-and-run, and escape when things get hairy.
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Guardians are patient, defensive, and love to wear you down.
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Hunters/Elementalists kite, keep their distance, and use tricks or spells to make your life miserable.
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Duelists mix up feints, aggressive combos, and cautious defense.
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And so on—for every archetype, including all the new magic users!
This makes every fight feel way more dynamic (and, honestly, much more dangerous—be careful out there).
AI is Actually Scary Now (I Got Demolished by a Brute!)
During testing, I got completely steamrolled by a Brute and watched a Rogue pull off a perfect hit-and-run. It’s almost intimidating to play my own game now, but it’s also super satisfying to see the enemies act smarter and less predictable.
Elementalists: A Work in Progress
Not everything went perfectly!
The Elementalist sometimes just "stood there" and skipped their turn. I’m tracking this down—it’s likely due to the AI being too conservative about SP (magic stamina) and needing better logic for movement and spell selection. Fixes incoming!
Visual Improvements and UI
I spent some time polishing the visuals and interface.
You’ll notice:
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A more atmospheric arena with blood stains, environmental hazards, and custom UI panels.
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Turn order, HP/SP display, and a much clearer game log.
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A clearer distinction between different enemy types and their actions, thanks to better log messages and unique AI routines.
What’s Next?
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Balancing the new AI (it’s maybe a bit too tough!).
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More polish on spellcasters’ behavior and decision-making.
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Adding sound and basic animations to bring the action to life.
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Continuing to gather feedback and refine the gameplay loop.
Thanks for following along!
Let me know if you notice any odd AI behaviors or have ideas for special enemy quirks or events.
If you want to see how the AI works under the hood, let me know and I’ll do a deep dive next time!
— ChainsOnSand Dev
Chains on Sand
Tactical arena combat meets permadeath and blood-soaked legacy.
Status | In development |
Author | tabulaforge |
Genre | Simulation |
Tags | 2D, Procedural Generation, Singleplayer, Unity |
Languages | English |
More posts
- Devlog #16: Bug Fixes, Gameplay Loop Restored & New Sound FX!3 days ago
- Devlog #15 : Video! First Look at the Preparation Scene (UI + Music + Paperdoll)5 days ago
- Devlog #14 — Chains on Sand is Now on Steam!7 days ago
- Devlog # 13: Combat Logs, Clarity, and Feedback Polish9 days ago
- Devlog # 12– Arena UI Overhaul & Grapple Mechanics!11 days ago
- Devlog #11 - Arena Fixes & Steam Page Prep!14 days ago
- Devlog#10 - New Character Creation Screen almost "finished"16 days ago
- Devlog #9 – Building your Fighter : Character Creation Preview18 days ago
- Devlog #8 – Opponent Selection UI: Icons, Tooltips, Polish21 days ago
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