Dev Log
Testing Single Player Combat
The next major goal for Fracture the Flag is adding to the single player challenges with the addition of some basic combat oriented levels. The new levels will continue to be time based - how fast can you take out the AI base. It will not be a full blown single player campaign - as a solo dev it’s just not possible to pull that off so I won’t promise what I can’t deliver.
Testing of the new scripts was recently done live on Twitch. The stream was also reposted on YouTube.
AI bases will have a functional economy to support their attacks on the player’s base. If there’s no ammo then the siege weapons will fall silent. If build points run dry the AI can’t recruit more workers or swordsman…
The AI will not be capable of adding new building or siege weapons. The AI base is largely static, once a player destroys a building, siege weapon, or flag it’s gone. However, workers and swordsman will be replaced.
The AI is capable of both offense and defense. Sending groups of swordsman to attack buildings and delivering bombs to the base of flags and other buildings. Defensively swordsman will patrol or stand and guard. Siege weapons will also fire if you get too close.
AI Controlled Bombers
There are lots of little bugs and plenty of balancing to work on. So no promises on a release date. The first release will likely be on the beta channel as many scripts have been adapted to allow the AI which will then need testing to ensure multiplayer didn’t break…
Release Date and First Video Review
Fracture the Flag is the first game to be released by One Wheel Studio. The release date has been set and the last minute tweaks and optimizations are being made.
FTF will be available on Steam June 9!
Fracture the Flag will be priced at 2.99 USD. Prices may vary with your currency.
Also! The first video review has been posted by eNtak. The video shows some of the main features of FTF and plays a little of a single player challenge. Don't just take my word for it. Watch the video...
Getting Greenlit on Steam
Steam Concept





3 Weeks Later...
I'd all but given up. I was ready to make the next game. I was on the road to a bike race and got the email that FTF had been Greenlit! Wahoo!
I apparently forgot to take screenshot when FTF was Greenlit so the image below is 9 months after the fact. The votes don't change after a game has been Greenlit but the vistors and followers still do.
Older Posts
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April 2024
- Apr 10, 2024 Ready for Steam Next Fest? - Polishing a Steam Page Apr 10, 2024
- Apr 1, 2024 Splitting Vertices - Hard Edges for Low Poly Procedural Generation Apr 1, 2024
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November 2023
- Nov 18, 2023 Minute 5 to Minute 10 - Completing the Game Loop Nov 18, 2023
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September 2023
- Sep 13, 2023 Visual Debugging with Gizmos Sep 13, 2023
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July 2023
- Jul 4, 2023 Easy Mode - Unity's New Input System Jul 4, 2023
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May 2023
- May 19, 2023 Level Builder - From Pixels to Playable Level May 19, 2023
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April 2023
- Apr 11, 2023 Input Action in the Inspector - New Input System Apr 11, 2023
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February 2023
- Feb 26, 2023 Tutorial Hell - Why You're There. How to Get Out. Feb 26, 2023
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December 2022
- Dec 31, 2022 Upgrade System (Stats Part 2) Dec 31, 2022
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November 2022
- Nov 10, 2022 Stats in Unity - The Way I Do it Nov 10, 2022
- Nov 5, 2022 State of UI in Unity - UI Toolkit Nov 5, 2022
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August 2022
- Aug 17, 2022 Knowing When A Coroutine Finishes Aug 17, 2022
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April 2022
- Apr 23, 2022 Unity Input Event Handlers - Or Adding Juice the Easy Way Apr 23, 2022
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March 2022
- Mar 15, 2022 *Quitting a Job I Love Mar 15, 2022
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February 2022
- Feb 8, 2022 Split Screen: New Input System & Cinemachine Feb 8, 2022
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January 2022
- Jan 24, 2022 (Better) Object Pooling Jan 24, 2022
- Jan 19, 2022 Designing a New Game - My Process Jan 19, 2022
- Jan 16, 2022 Strategy Game Camera: Unity's New Input System Jan 16, 2022
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December 2021
- Dec 16, 2021 Raycasting - It's mighty useful Dec 16, 2021
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November 2021
- Nov 22, 2021 Cinemachine. If you’re not. You should. Nov 22, 2021
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August 2021
- Aug 3, 2021 C# Extension Methods Aug 3, 2021
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June 2021
- Jun 27, 2021 Changing Action Maps with Unity's "New" Input System Jun 27, 2021
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May 2021
- May 28, 2021 Unity's New Input System May 28, 2021
- May 8, 2021 Bolt vs. C# - Thoughts with a dash of rant May 8, 2021
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March 2021
- Mar 10, 2021 Coroutines - Unity & C# Mar 10, 2021
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January 2021
- Jan 14, 2021 Where's My Lunch? - January Devlog Update Jan 14, 2021
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December 2020
- Dec 27, 2020 C# Generics and Unity Dec 27, 2020
- Dec 7, 2020 Steam Workshop with Unity and Facepunch Steamworks Dec 7, 2020
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November 2020
- Nov 27, 2020 Simple Level Save and Load System (Unity Editor) Nov 27, 2020
- Nov 9, 2020 Command Pattern - Encapsulation, Undo and Redo Nov 9, 2020
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October 2020
- Oct 28, 2020 GJTS - Adding Steamworks API and Uploading Oct 28, 2020
- Oct 9, 2020 Game Jam... Now What? Oct 9, 2020
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August 2020
- Aug 16, 2020 Strategy Pattern - Composition over Inheritance Aug 16, 2020
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July 2020
- Jul 24, 2020 Observer Pattern - C# Events Jul 24, 2020
- Jul 15, 2020 Object Pooling Jul 15, 2020
- Jul 3, 2020 Cheat Codes with Unity and C# Jul 3, 2020
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June 2020
- Jun 16, 2020 The State Pattern Jun 16, 2020
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August 2019
- Aug 12, 2019 Easy UI Styles for Unity Aug 12, 2019
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July 2019
- Jul 3, 2019 9th Grade Math to the Rescue Jul 3, 2019
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June 2019
- Jun 12, 2019 Introducing My Next Game (Video DevLog) Jun 12, 2019
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May 2019
- May 29, 2019 Programming Challenges May 29, 2019
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March 2019
- Mar 2, 2019 Something New - Asking "What Can I Learn?" Mar 2, 2019
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November 2018
- Nov 30, 2018 A Growing Channel and a New Tutorial Series Nov 30, 2018
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October 2018
- Oct 11, 2018 Procedural Spaceship Generator Oct 11, 2018
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July 2018
- Jul 11, 2018 Implementing SFX in Unity Jul 11, 2018
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May 2018
- May 31, 2018 Prototyping Something New May 31, 2018
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April 2018
- Apr 17, 2018 When to Shelve a Game Project? Apr 17, 2018
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February 2018
- Feb 9, 2018 State of the Game - Episode 3 Feb 9, 2018
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December 2017
- Dec 16, 2017 State of the Game - Episode 2 Dec 16, 2017
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November 2017
- Nov 7, 2017 The Bump From A "Viral" Post Nov 7, 2017
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October 2017
- Oct 30, 2017 NPC Job System Oct 30, 2017
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September 2017
- Sep 1, 2017 Resources and Resource Systems Sep 1, 2017
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August 2017
- Aug 3, 2017 State of the Game - Episode 1 Aug 3, 2017
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June 2017
- Jun 20, 2017 Resources: Processing, Consumption and Inventory Jun 20, 2017
- Jun 15, 2017 Energy is Everything Jun 15, 2017
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May 2017
- May 16, 2017 Graphing Script - It's not exciting, but it needed to be made May 16, 2017
- May 2, 2017 Tutorials: Low Poly Snow Shader May 2, 2017
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April 2017
- Apr 28, 2017 Low Poly Snow Shader Apr 28, 2017
- Apr 21, 2017 Environmental Simulation Part 2 Apr 21, 2017
- Apr 11, 2017 Environmental Simulation Part 1 Apr 11, 2017
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March 2017
- Mar 24, 2017 Building a Farming Game Loop and Troubles with Ground Water Mar 24, 2017
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February 2017
- Feb 25, 2017 The Inevitable : FTF PostMortem Feb 25, 2017
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December 2016
- Dec 7, 2016 Leaving Early Access Dec 7, 2016
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November 2016
- Nov 28, 2016 Low Poly Renders Nov 28, 2016
- Nov 1, 2016 FTF: Testing New Features Nov 1, 2016
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October 2016
- Oct 27, 2016 Watchtowers - Predictive Targeting Oct 27, 2016
- Oct 21, 2016 Click to Color Oct 21, 2016
- Oct 19, 2016 Unity Object Swapper Oct 19, 2016
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September 2016
- Sep 18, 2016 Testing Single Player Combat Sep 18, 2016
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May 2016
- May 25, 2016 Release Date and First Video Review May 25, 2016
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March 2016
- Mar 26, 2016 Getting Greenlit on Steam Mar 26, 2016
