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Barbarian: How bad could zombie chickens really be? Rogue, apparently psychic: Famous last words.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Wandplay!
Kobold discovered a way to never run out of spell slots 😁 For Pack Tactics for an upcoming video!
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Alys.
my name.
it's Alys.
- 🖊
Alys. I’ll remember for as long as I can.
Intro
Hello!
I'm a 24-year-old indie game designer.
Graduate student with a BA in Game Design and an MA in UI/UX.
Check the tags to see which projects I've worked on:
Portfolio, Itch.io, YouTube, and GitHub links can be found below:
Carrd
Check out my game Rogue Dot!
Control Rogue, a sentient interface built to navigate the mainframe's deadliest sectors. Dodge bugs, outrun corrupted scripts, and collect d
Things My Friends Say in D&D
DM: You ever heard of pack tactics? *in response to one of our fighters running into a group of 3 dire wolves to attack them*
Fighter: I’m attacking the pack. That’s pack tactics.

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Today, I created a diagram to help organize and plan Pack Tactics. The main point of the diagram is to help determine the layout of the UI, in addition to the UI sketches, and to figure out gameplay and story progression. Here's a screenshot of what that looks like:
The layout shows the progression of the sections to be implemented, and in row one, it shows the different player selection screens.
To help put together the screens, I created a section with all the UI elements currently in the game (even those we haven't implemented), so I can drag and drop them where I need them. For assets that I didn't have, I used some placeholder photos to temporarily represent what's supposed to be there.
Structuring this flow diagram has also helped me a ton with figuring out story direction. Pack Tactics has always had a planned ending and direction, but the filler moments in between do need to be figured out, and this is allowing me to think about and structure the story ahead of time instead of figuring it out section by section. This is my first time structuring something like this; I've assisted with a similar project to determine a UI layout for RogueDot. But I've got to give credit to my team members for showing me this strategy, because it makes planning so much easier and shows the rest of the team what the vision is.
Pack Tactics Game Release - Mechanic Introduction and Improved Dialogue UI
This month's update contains new story content! Meet our mechanic, Layne, in our brief introduction to their character and their role on the team. Be careful, though, as your choices may either make them trust you or dislike you.
Read more about our update and play our game here:
This month's update contains new story content! Meet our mechanic, Layne, in our brief introduction to their character and their role on the
Day 100 of 100 days of game design:
Been working on getting the save screen working.
So far I have implemented:
When you click the save button at the top of the screen it takes a screenshot (button is currently the settings icon for testing)
Pressing the save button shows you the save screen
When you click on a white box it updates it with the most current image
Game checks to see how many times the image has been updated, if it is more than one it asks you to click yes to update the image and reset the counter. If you hit no it doesn't change anything.
I still need to add the actual save mechanic, and do some more testing because it is a little bit buggy sometimes but I really like how it's looking/functioning so far.