Real-Time Skeletons
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Devlog
- June 27, 2025 by TailByte#Hex Based, #Indie, #Medieval, #rts, #Singleplayer, #Unreal EngineAuthor: Logan Audrain This week, I got the map expansion working. It was a good moment to watch the map grow for the first time after spending so long working on the level generator. There was a massi... Continue reading
- June 20, 2025 by TailByte#Hex Based, #Indie, #Medieval, #RTS, #singleplayer, #unreal engineAuthor: Logan Audrain After the elevation settings were made for the map, the next step was to add ramps that units could climb up and down to act as access points and potential defensive positions be... Continue reading
- June 13, 2025 by TailByte#Hex Based, #Procedural Generation, #Medival, #RTS, #Undead, #UnrealAuthor: Logan Audrain While I was setting up the level generator this week, I ran into a problem with tile placement. The tiles would spawn overlapping each other quite a bit, both horizontally and ve... Continue reading