Chapters by TzYi - Out now!
Excited to announce a new app release to round out the year, Chapters! It’s a minimalist writing app with a few thoughtful design touches to help you write your next masterpiece. Try It Out! Download it now for free on the App Store. Cross Platform It’s also my first cross platform app, available on iOS, iPadOS, and MacOS. Your data syncs seamlessly with iCloud (using SwiftData under the hood). So if an idea hits you while you’re out and about, you can quickly tap it out on your phone, then settle in with a coffee and iPad later to bring it to life. ...
Midjourney Prompt tool with PetiteVue
Ever tried keeping track of all your comma seperated tags when trying to craft the perfect Midjourney prompt? It’s can get quite chaotic fast. That’s why I built this tiny prompt generator that helps you orgnaise and manage it a bit easier. What’s the Deal? This little web app helps you build Midjourney prompts by breaking them down into bite-sized pieces. Think of it as a prompt sandwich maker - you just pick your ingredients (subject, style, lighting, etc.), and it assembles everything into a tasty prompt that Midjourney will love. You can import/export the file as json if you want to use it again another time. ...

Unity - 2d Terrain Generation
At the beginning of the project there were effectively two main choices for map design. The first would be to make bespoke maps, aimimg for historical accuracy and adopting real Scottish/British geography. A game like Total War takes this approach and does an excellent job with it. In our case though we to be inspired by Scottish history but not beholden to it for a feel that is ‘just left of reality’. So instead we wanted lean heavily into procedural generation. This would allow us to create effectively millions of different maps for maximum replayability. Civilisation is a prime example of the benefits of this. It also has the added benefit of keeping the asset creation needs minimal which when you’re a wee developer like us is super helpful. ...

Aine: Midsummer's Light
Hello again! We’re back with another blog post covering the third and final Celtic Goddess featured in our upcoming 4X Strategy title. If you’ve missed our previous posts regarding the other two Goddesses you can check them out here (Fand - Goddess of Mist) and here (Morrigan - Goddess of War & Fate). The article covering Fand also explains the role that these characters will play in our upcoming title. ...

Morrigan - Goddess of War & Fate
Hello! This is our second article focusing on showcasing some of the art we have for our upcoming turn-based strategy title. If you missed our previous look at our first deity, you may want to check that article out (Fand - Goddess of Mist), where we explain the original concept of including Celtic goddesses in our game, and their incorporation into our skill tree system. Today we’re showcasing the art we have for the Goddess that governs Conflict, Morrigan: ...

Fand - Goddess of the Mists
When we first started discussing ideas for our game, one thing we immediately knew we wanted was a strong focus on Celtic theming and mythology. We decided to incorporate mythological figures in the form of Celtic gods and deities, tying them to skill trees that the player will invest points in throughout gameplay. Mechanically each of these skill trees is tied to a different aspect of gameplay, Combat, Commerce and Exploration. We liked the idea of each of these trees having a Celtic Goddess governing it, and the investment in skill points being akin to deepening your bond with them. ...

GameJam - Paper Jumper
Something a little different, I made a wee platformer game! So we are developing in Unity, but recently I was curious to see what Godot was like for development and I thought best way to test it out was to make a small game. Presenting - Paper Jumper! - Play now on itch.io! It’s a very simple wee platformer and was fun to put together, please have a go and leave your thoughts over at itch.io. ...

Combat Test!
Hello, and welcome to our combat test for our upcoming title! While going through the design process we came up with two different styles of combat. The first was an Advance Wars-esque system which you’ll be testing here today! The idea of this test is to give us enough raw data regarding how the combat “feels” in this system to decide if we should continue as we are or pivot to the other system we had in mind. ...

Our Concept: Systems Part 1
Sitting down to block out exactly what we wanted to build happened over the next few months. We knew that we’d start work around January/February 2022 as a lot of our other professional commitments were coming to an end, so we had some amount of time for the odd meeting and catch-up to discuss what we were after. As mentioned in the previous post, we’d decided to make a 4X game with enough depth to satisfy our own desire for complex systems, but with a lot of other aspects of the genre trimmed back and streamlined. ...

Our Concept
When we initially sat down in a cosy Indian restaurant in Manchester almost a year ago to discuss what kind of game we were interested in making, turn-based strategy was at the forefront. We’re fans of a good many titles in the genre, from Star Wars: Supremacy (or “Rebellion” outside the UK!) to Stellaris. As we talked it became clear that we shared a lot of opinions about the genre. Our likes and dislikes aligned, a shared enjoyment of the complexities of these games and a disdain towards the more ponderous elements. So it was that we considered 4X strategy a logical starting point. ...