Devlog #6 — Paperdoll System Progress
Hello everyone!
Time for another development update on Chains on Sand!
This week, I focused on a big visual milestone:
bringing the paperdoll system to life.
Until now, the opponent selection screen had only basic placeholders.
Now, the characters dynamically display their equipped weapons, armor, and shields in-game!
Here's the original mockup I was aiming for(AI Generated Mock up):

And here’s where we are today, in-game:
The paperdolls are now fully modular:
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Opponents show the correct weapon they're carrying
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If they have a shield, it appears equipped
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If they don't have a shield, their stance adjusts naturally
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Different armors and helmets are also assigned dynamically
This system pulls equipment directly from the opponent generation logic —
meaning what you see in the selection screen is what you’ll face in the arena.
What's next?
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Represent different races
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Add small touches like randomized head variations
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Improve opponent generation to include more exotic gear
Improve positioning of assets
There’s still a lot to refine, but it's incredibly exciting to see these pieces coming together!
Thanks again for following the project.
More updates soon — the arena is getting ready to welcome champions (or future corpses)! Feedbeack is very welcome, please comment!
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Chains on Sand Dev
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 #5: Visuals Overhaul & Modular Paperdolls!3 days ago
- Devlog# 4: Big Progress on Equipment, Arena Systems, and Combat Depth!6 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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