Explosions, Research, and High-Fidelity Sprites
Today's dev sprint focused on destructive power and high-quality visual polish.
What Got Done
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SpriteSheetMaker Upgrade: Implemented the Mitchell filter for superior downscaling. This improves crispness and sprite consistency when generating sheets from single images.
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Bombardment System: Orbital destruction capability now functional. Basic damage mechanics are operational, with integration points for visual effects and colony consequences.
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Ground Combat: Initial turn-based ground invasion framework is operational — includes attacker/defender phases and post-battle resolution.
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Visual Effects Foundation: Began unified FX system development to support combat visuals including explosions, hits, and transitions.
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Save/Load System: Added auto-save, quick save, and new save/load UI panel for player access and session persistence.
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Research System: Established technology unlock framework — categories, cost progression, and placeholder technologies.
What I Learned
The Mitchell filter made a noticeable visual upgrade for sprite workflows — definitely worth the integration. Sprite quality from AI tools benefits significantly from proper post-processing. Early unified effects system implementation ensures smoother integration later, particularly for combat-heavy sequences.
Still in Progress
The Research System requires scaffolding completion — needs UI refinements, improved tech tree layout, and integrated gameplay unlocks.