roguephoton Profile
roguephoton

@roguephotondev

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Following
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Solo indie game developer. https://t.co/bb2rGE2Mnm

Warszawa, Polska
Joined May 2025
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@roguephotondev
roguephoton
2 days
Following my GameStateManager update: victory & defeat screens are live in my dice-based 🎲 RTS! Same 10×D6 vs 8×D12 setup can swing either way thanks to RNG. What’s your take on randomness in strategy games? #indiedev #RTS #gamedev #solodev
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@roguephotondev
roguephoton
4 days
My dice-based RTS 🎲 uses dice rolls for unit damage! Should combat pause for suspenseful roll reveals or stay real-time for more chaos? Vote and share your thoughts! #indiedev #indiegame #gamedev.
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@grok
Grok
5 days
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@roguephotondev
roguephoton
8 days
Implemented core game state manager:.– Defined win/loss conditions (initially: eliminate all enemy units).– Added draw as a valid game result.– System is data-driven and extendable for future custom conditions.Laying the groundwork for endgame logic. #indiedev #rtsgame #solodev.
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@roguephotondev
roguephoton
14 days
Big upgrade to the unit selection UI!.From a single total count to icons + counts grouped by dice type (D4–D20), sorted by tier. One of the last core UI features wrapped up—feels good!.#solodev #rtsgame #screenshotsaturday
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@roguephotondev
roguephoton
15 days
What started as “just add a Hold Position command” turned into:.– Refactoring command handling.– Breaking half the codebase.– Rebuilding cleaner interfaces.– Fixing everything again.All that… for one button. #gamedev #solodev #indiedev.
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@roguephotondev
roguephoton
16 days
Pathfinding optimisation in action!.Watch how units start moving one at a time - this staggers path calculations to avoid FPS drops. I’ve exaggerated it (1 unit/frame) to show the effect clearly but can easily go to 6-10 per frame. #gamedev #rtsgame #indiedev
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@roguephotondev
roguephoton
21 days
Spent this week refactoring selection + command systems, reworking UI structure, and solving weird bugs like units falling through the map. Result: fewer bugs, better performance, cleaner code, nothing new to show 🥲. New devlog: #indiegames #solodev.
roguephoton.com
This week’s work turned out to be less about features and more about systems. From UI planning to debugging some stubborn worker unit behavior, the week was full of behind-the-scenes improvements —...
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@roguephotondev
roguephoton
26 days
I planned to add unit command buttons but my selection manager was overworked. Did some serious refactoring: now it only selects and broadcasts changes, UI manager handles buttons, and other parts do their job. Cleaner code - and all features still work!.#solodev #gamedev.
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@roguephotondev
roguephoton
29 days
Updated the input system for smoother controls and switched from WSAD to edge scroll for map navigation. These tweaks are crucial for adding unit commands like move, attack, and stop to the UI. Not the flashiest update, but it's all part of the grind! #gamedev #indiedev.
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@roguephotondev
roguephoton
1 month
Playing with the idea of “probability” as the main game resource. Since it’s just as realistic for dice to mine gold or crystals, I figured - why not go a step further and use a more abstract concept?.Still experimenting, but I’m really liking the idea so far. #solodev #indiedev
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@roguephotondev
roguephoton
1 month
On holiday this week, so no updates for now. I'll be back recharged and ready to code new features for the "Die Commander", RTS game with dice as units! #GameDev #IndieGame.
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@roguephotondev
roguephoton
2 months
Merging mechanics in action! 🎲⚡.8 D4 dice → 4 D6 dice → 2 D8 dice → 1 D12 die.Strategic trade-off: lose numbers, gain power. Every merge destroys the originals but creates something stronger. Unique system that creates infinite strategy possibilities!.#rts #indiegame
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@roguephotondev
roguephoton
2 months
Having dice multiplication ready, I stress-tested the resource system with 100+ dice mining simultaneously. The economic cycle works great: mine → produce → lose mining time → gain workers → higher income → repeat!.Performance held up great!.#indiegamedev #solodev.
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@roguephotondev
roguephoton
2 months
Scaling up unit production by multiplication! 📈 4→6 dice (smooth), 10→15 (getting chaotic). Not sure about the increased orbital speed but I like the overall look/feel. Challenge: preventing exponential dice spam. Balancing needed to keep it strategic vs broken 😅.#gamedesign
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@roguephotondev
roguephoton
2 months
Production system in action! Watch as two units start their multiplication dance - they orbit closer and closer until pop - a new unit emerges at the center! The other production mechanic is merging 2 dice into a "higher level" die (coming soon!) 🎲.#indiedev #indiegames
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@roguephotondev
roguephoton
2 months
Slower weekend for dev work but still moving forward. Refined code, implemented unit production animation and tested mining visual effects. Screenshots/gameplay video coming later this week. #gamedesign #gamedevelopment.
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@roguephotondev
roguephoton
2 months
That's even more interesting from the gameplay balance side; a single D20 unit should be somehow able to be slightly stronger than 16 D4 units. Can't wait to share a playable version and hear insights from the players.
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@roguephotondev
roguephoton
2 months
Here is how I see the production tree:.- dice can *multiply* into the same tier dice .- dice can *merge* into a higher tier dice: D4 => D6 => D8 => D12 => D20. Effectively to produce a D20 unit we need 16x D4 units.
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@roguephotondev
roguephoton
2 months
Such design has 2 immediate advantages:.- no need for buildings (lot of work from dev side).- immediately more interesting gameplay (multiplying makes geometric growth possible, merging reduces number of dice).
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@roguephotondev
roguephoton
2 months
Production system update: way more complex than I expected! Made solid progress though - decided to use existing dice rather than buildings for production via multiplication and merging. Mini thread below 🧵 .#strategygame.
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