Hey folks!
First off, I just want to say — I know it’s been a while since the last dev update, and I’m truly sorry for the radio silence. Life got a little hectic these past few months (as it does), and I had to focus on some real-world responsibilities.

That’s the reality of being a solo dev — there’s no team to pick up the slack when things get busy.

But I’m back now — and with actual progress to show!


🧪 Prototyping the Core Gameplay (in the Browser!)

Instead of jumping straight into Unreal, I decided to build a browser-based prototype first — a simple, web-playable version to lock in the core mechanics, make iteration faster, and test systems more freely. It’s rough, but it works!

Here’s a screenshot of the current state:

In this demo, you play as a scout navigating a post-apocalyptic landscape with your cybernetic pet. The mechanics currently implemented include:

🟡 Player & Movement:
You (Yellow) explore the map using W/A/S/D.
Your pet (Pink) follows and scouts with its own field of vision.

🔴 Enemies:
Roaming enemy patrols appear on the map. You’ll need to avoid detection and use your visibility wisely.

🗺️ Fog of War + Field of Vision System:

  • Black = Unexplored
  • Dark Grey = Remembered
  • Mid Grey = Your current vision
  • Light Grey = Your pet’s vision

🌲 Hex Map Terrain Types:
The map includes various biomes and obstacles:

  • Mountains (Dark Grey) = impassable
  • Lakes/Ponds (Blue shades) = slow or impassable
  • Forests & Grass (Green tones) = varied terrain traversal
  • Beacon (Blue B) = your final objective
  • Start Point (Bright Green S) = where you begin

🎯 Mission Objectives:

  • Explore 80% of the map
  • Keep your pet safe
  • Reach the beacon
  • Avoid enemies

🔄 The Plan Moving Forward

This HTML-based version is already helping shape the single-player experience — giving me clarity on how vision, movement, patrols, and map design feel together. The goal is to:

  1. Complete this web prototype with core mechanics fully testable
  2. Use it as a tool for gameplay design and feedback
  3. Then move into Unreal Engine to develop the full visual/top-down version with combat, animation, UI, and networked logic.

🎯 Next Focus

  • Add basic interactions and patrol logic to the enemy creeps
  • Implement simple turn-based stealth mechanics
  • Begin the early transition from prototype to Unreal Engine (while keeping this browser version for testing and iteration)

Thanks so much for sticking around, even through the quiet weeks. Being a solo dev is hard, but having even a small community watching the journey makes it all worth it. If you’re curious to try the browser prototype or help test it in the future — stay tuned.

More soon,
—B.

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