
In this devlog I'd like to detail the (painful) process that went into making Nauticrawl a transparently turn based crawling game, while not sacrificing the immersive experience of piloting a machine in real time.
Have a read if you want to know more:
https://andrea-intg.itch.io/20000atm/devlog/83453/how-a-real-time-simulated-machine-ended-up-with-a-turn-based-gameplay