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:
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Head
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Torso (based on actual equipped armor)
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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:
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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
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Add visible weapons to character previews
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Improve alignment and animation (heads still float sometimes 😅)
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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!
Chains on Sand
Tactical arena combat meets permadeath and blood-soaked legacy.
Status | In development |
Author | tabulagames |
Genre | Simulation |
Tags | 2D, Procedural Generation, Singleplayer, Unity |
Languages | English |
More posts
- Devlog #6 — Paperdoll System Progress4 hours ago
- Devlog# 4: Big Progress on Equipment, Arena Systems, and Combat Depth!5 days ago
- Devlog#3: InterBattle Screen Implementation (Work in Progress)8 days ago
- Devlog #2 — Multiple Arenas & Traps, Glorious Traps!10 days ago
- Devlog #1 – Chains on Sand in the Making13 days ago
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