- Gameplay Systems
- In development
Shogun: Flowers Fall in Blood
A solo mobile tactics RPG in Unity. I built the first combat prototype in May 2025. The March 2026 build is narrower on purpose: one battle slice, a portrait-first HUD and cleaner support scenes, built properly before anything else is added.
- My role
- Solo designer and developer
- Built with
- Unity; Aseprite and PixelLab for sprites; Gemini for portrait ideation
- Focus
- One complete, readable battle slice before expanding scope
- Status
- In development; playable combat, summon, barracks and settings scenes
What changed since 2025
The May 2025 prototype set the direction and pacing. Its problems were a loose battle loop, unclear UI and no reliable build target. In March 2026 I audited the project, separated working systems from placeholders, cut claims that were ahead of the build, and reset everything around one battle.
The current slice
- Party: Ryoma, Kuro and Tsukiko against Ronin Footman, Oni Brute and Yurei Caster.
- One authored battle,
Courtyard Ambush, in one gameplay scene,Dev_Sandbox. - Success means a readable battle from setup to result without manual repair.
Support scenes
Outside combat I rebuilt the summon, barracks and settings scenes so they behave like real scenes, not loose placeholders, and so scene view and play mode stop drifting apart. Combat is still the main build target.
Build and art pipeline
The art pipeline is deliberately simple: Gemini for portrait ideation, PixelLab for sprite and animation starting points, Aseprite for cleanup, and Unity for integration. Ronin Footman is the first real test of that pipeline.
Shogun is an independent personal project.
What exists in the current build
- CharacterDefinition, CharacterInstance and CharacterStats as the runtime data foundation.
- Battle HUD, drag indicators, range displays, floating combat text and result-state scaffolding.
- Authored encounter definitions and battle framing.
- Main Menu, Barracks, Summon and Settings scenes that can be tested directly.