Today’s dev sprint focused on destructive power and high-quality visual polish.
💥 What Got Done
✅ SpriteSheetMaker Upgrade: Implemented the Mitchell filter for high-quality downscaling. This significantly improves crispness and sprite consistency when generating sheets from single images.
✅ Bombardment System: You can now rain destruction from orbit. Basic damage logic is in place, with hooks for visuals and colony impact.
✅ Ground Combat: First pass at a turn-based ground invasion system is working — includes attacker/defender phases and post-battle resolution.
✅ Visual Effects Foundation: Started work on a unified FX system to support combat visuals like explosions, hits, and transitions.
✅ Save/Load System: Added auto-save, quick save, and a new save/load UI panel for player access and session persistence.
✅ Research System: Implemented the framework for unlocking technologies — categories, cost progression, and placeholder techs.
🔍 What I Learned
The Mitchell filter made a noticeable visual upgrade for my sprite workflows — definitely worth the integration. It’s now clear that sprite quality from AI tools can be saved with the right post-processing. Also, committing to a unified effects system early means smoother integration later, especially for combat-heavy sequences.
🚧 Still in Progress
The Research System is scaffolded but incomplete — needs UI improvements, better tech tree layout, and actual gameplay unlocks.