Hello, Commanders!
It’s been a while since our last update, but development on WW2 Tactics has continued moving forward.
Over the past few weeks, much of our work has focused on something fundamental: bringing more variety and personality to the battlefield, while continuing to build some of the game’s most important — and challenging — systems.
🚜 More Units and Vehicles
The arsenal keeps growing.
We’ve been working on new infantry units, support weapons, vehicles, and aircraft for the different factions.
The goal isn’t simply to add more units. We want each one to be instantly recognizable, with a clear silhouette even at the small scale of our sprites.
🎨 A More Consistent Visual Identity
We’ve also continued refining the game’s pixel art style.
We’re sticking with the isometric perspective and slightly chibi proportions of the units while improving proportions, shading, colors, and small details.
Soldiers, tanks, artillery, and aircraft all need to feel like they belong in the same game, so little by little, we’re establishing a visual identity that we can maintain as the amount of content continues to grow.
🌍 The Battlefield Needed Some Attention Too
It hasn’t all been soldiers and tanks.
We’ve also been working on terrain and environments, especially fundamental elements such as grass, sand, and water.
It might seem like a small detail, but these tiles cover a huge portion of the screen during a match. Making sure they’re easy to distinguish, have enough texture, and don’t visually compete with the units has been an important part of the process.
🧠 Meanwhile, We’re Still Fighting the AI...
Not all progress makes for pretty screenshots.
Behind the scenes, we’re continuing to work on one of the most difficult parts of the project: the artificial intelligence.
In a turn-based strategy game, we don’t want the enemy to simply move its units toward the player. We need to build systems capable of evaluating the battlefield and making decisions that make sense depending on the situation.
It’s one of those systems that requires a lot of work behind the scenes, and it will probably continue evolving throughout much of development.
🗺️ And Then There’s the Map Editor
The other major technical piece we’re currently working on is the map editor.
We want tools that allow us to build and modify battlefields much faster using the different terrain types and elements we’re creating.
It might not be as exciting to show off as a new tank or aircraft, but having solid internal tools will be essential for producing maps and scenarios much more efficiently later on.
⚙️ Putting the Pieces Together
So, while lately we’ve been able to show plenty of new units and visual improvements, a large part of development continues to happen behind the scenes.
AI, the map editor, terrain, units, vehicles, and art direction are all moving forward in parallel.
WW2 Tactics still has a long road ahead, but every new piece makes it a little easier to see the game we want to build taking shape.
There’s still plenty of work to do.
But the battlefield is finally starting to take shape.
See you in the next update!
