FromTheVoid Devlog #1


This is the first devlog I've made for my game FromTheVoid!

As an introduction, FromTheVoid is an X-Com style isometric strategy game set in the near future. Voids start opening around the world, seemingly at random, where violent monsters emerge and wreak havoc on the surrounding environment. You are the commander of a squad of fighters trained and tasked with fighting these monstrosities and helping the communities affected. What could be causing these voids to appear? Why are they appearing here? What's on the other side? All these questions and more must be answered, so go find the answers.

Basically, you will be fighting the enemies that appear from these voids. Later on into the game when you are more powerful, You will head into these voids in an attempt to find the root cause, and see if there is anything usable you can extract.

But for now, I just started working on the game. Here's what I have accomplished thus far.


To get the logic for the game, friendly units, and enemies working, I have a very basic system in place. Each unit is represented by a cube and their type, a colour. This way I can easily differentiate between them while working on each unit. I also have a basic UI set up. A bar at the top of the menu will show basic stats about a unit. Buttons for Moves and Actions will appear below that bar. A big "End Turn" button to end your turn, of course.

Clicking a friendly Unit brings up the UI for attacking or performing an action. For now, nothing happens when you click any of the buttons, besides "End Turn" Which will reset all the UI, start the Enemy turn, and then bring it back to your turn (As the enemy turn is currently programmed to just end). Clicking a friendly unit will also turn on a light on the unit which acts as the indicator for which unit is currently selected.

There is a lot of backend work that has been done though. The starting and stopping of a turn is handled, There are GameStates to register when it is the player's turn and when it is the enemy's so certain actions cannot happen depending on the state. Moves also have their basic structure complete so implementation is close! All moves are also created so they have to complete before any other actions can be taken.

For now, this is all I have for the visual side of things. I hope to have more visual work done next time!

Thank you for reading!

Get FromTheVoid

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