Kaloyan Kaludov
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kaloyankaludov.bsky.social
Kaloyan Kaludov
@kaloyankaludov.bsky.social
Game Dev, both as a job and as a hobby. Fantasy reader.
I also made this game: store.steampowered.com/app/2964430/Forces_of_Ether
based on experience from my previous game, I decided the scripting language I'd need would be so simple that even Lua would be overkill.
So as any irresponsible programmer I decided to make my own UI based language 😅
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November 29, 2025 at 12:23 PM
Save Game/Load Game functionality and Victory/Defeat screens.
Next on the list: How will campaign scripted battles work?
My previous game used Lua, but maybe I can get away with something even simpler this time around.
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November 15, 2025 at 12:34 PM
Map configuration logic and UI done. Very simplistic for now. Next on the list - save games.
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November 8, 2025 at 12:38 PM
Working on configuring the battle scenario before the battle starts. Lots of boring UI work mostly, but here I'm attacking from the opposite side of the map than usual and with a different team color.
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November 1, 2025 at 11:32 AM
Rudimentary Main Menu and Pause Menu. Going in and out of gameplay.
Not too hot as far as updates go, but an important step nonetheless.
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October 25, 2025 at 10:02 AM
Even more map edits, because I got carried away.
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October 18, 2025 at 5:36 PM
Using the latest map edit tools to try to prettify the map a bit.
Conclusion: more and better assets needed, but good enough for now.
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October 18, 2025 at 12:43 PM
Painting textures, grass and elevation. Map editing tools are now almost complete. Next I'll have to put them to good use and try to make a pretty map.
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October 11, 2025 at 10:00 AM
The world is no longer flat! ⛰️
Next week I'll try to add ground texture painting.
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October 4, 2025 at 8:28 AM
Trying to improve melee units AI. There are still some that sometimes hang around doing nothing while their friends are fighting for their lives. 🤖⚔️🤖
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September 27, 2025 at 2:03 PM
More gamepad updates. 🎮
Special cursor, more pronounced move confirmations, updates to the (still ugly) radial menu for building stuff.
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September 20, 2025 at 5:50 AM
Testing gamepad controls. 🎮 Still need a lot of tweaking but the basic actions you need to do a fairly simple.
Also improved mini map!
Approaching the point where the full gameplay loop will be pretty much ready for playtesting.
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September 13, 2025 at 1:09 PM
The beginnings of a minimap 🗺️
I need to find a way to efficiently draw all the trees there too.
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September 6, 2025 at 11:26 AM
New building that I'm calling an "Amplifier" for now. Unlike the Tower it won't allow for summoning of units, but it will generate twice as much Mana.
I'll later upgrade the visuals of all buildings, but lets make them exist first.
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August 30, 2025 at 1:45 PM
Increasing the time step for gameplay to test AI. Still more chaotic than I'd like. Some behind the scenes refactoring will be needed before it can be improved further.
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August 23, 2025 at 1:42 PM
New cursor, clicking and camera panning UI feedback. 🖱️
I should really get back to doing gameplay, but it's time for some summer vacations 😎
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August 9, 2025 at 7:54 AM
Some UI explaining which element is strong against which.
And some more selection circle effects.
More unit coordination and AI work for next week. 🛠️
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August 2, 2025 at 1:40 PM
Decals on the ground for selection circles.
I finally got rid of the debug circles that draw on top of everything.
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July 26, 2025 at 10:20 AM
Updated the building UI - now with a radial menu ⭕
Also units now have elemental types and deal more/less damage depending on the opposing element. 🔥⛈️
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July 19, 2025 at 1:48 PM
When your trees are only meant to be seen from top down. 😅
PS: also working on more UI stuff, but nothing interesting to show so far.
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July 12, 2025 at 11:51 AM
Fiddling with stb_truetype to get it to draw Bulgarian Cyrillic characters 🔤 It's hardly an essential feature at this point, but better to make sure it can be done, before there are too many strings in the game. 😀
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July 5, 2025 at 10:17 AM
Added some new UI features. Texts can now have words with different colors and icons for stuff like resources and elemental types can be inserted in there as well. 🔤
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June 28, 2025 at 12:20 PM
Computer controlled forces becoming a bit more coherent. (I'm afraid to say "AI" so that people don't think it's somehow an LLM :D) Performance dips are becoming noticeable. I'll need to do an optimization pass when I'm happy with the behavior.
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June 21, 2025 at 1:29 PM
Debugging movement issues involves lots and lots of helper lines and circles. 🛠️
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June 14, 2025 at 2:26 PM
Both sides AI controlled. It still needs a lot of work. Trying to get it to allocate groups of units to specific goals.
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June 7, 2025 at 3:52 PM