Devlog #5: Visuals Overhaul & Modular Paperdolls!


Over the last two days, I took a major step forward in visual clarity and character representation in Chains on Sand. Here's what's new:

 Modular Paperdoll System Implemented

Characters are no longer anonymous silhouettes. I've implemented a full paperdoll layering system that displays modular sprites for:

  • Head

  • Torso (based on actual equipped armor)

  • Legs

Each part now updates dynamically based on the opponent’s loadout!

Sprite Variations + Archetype Logic

I’ve introduced variety in appearances while keeping things grounded:

  • If a gladiator has no torso armor, they wear ragged cloth or go bare-chested 

  • Torsos match the actual equipped armor

 First Look In-Game!

Here’s the first real in-game screenshot of the modular system in action! Keep in mind it is a work in progress and most of the elements are placeholders.

 Next Steps

  • Add visible weapons to character previews

  • Improve alignment and animation (heads still float sometimes 😅)

  • Begin polishing the Opponent Selection screen visuals and layout

We're closer than ever to having the gameplay loop fully represented — and it’s finally starting to look like the game we imagined.

Thanks for following development! did you like something? Have a question or suggestion? Let me know!

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