Working on a 2.5D Isometric engine for internal spaces to act as a HUB area in between battles. The map uses layers to hide/show rooms, and NPC locations are randomized, and only unlocked Synths show here.
Each NPC type pulls from its own set of dialogue. I also pull in some voice overs.
There is 4 spaces you can freely explore:
* The central barracks where most NPC resides. In future shops can appear here.
* The briefing room where you can play any assignments (these are the same as the prologue in the earlier versions of the game)
* The Synth Lab (Not used yet, but this is where you can upgrade your Synths)
* The Portal Room. Takes you to a randomly generated free battle map. You can provide a 5 digit seed to get roughly the same map every time. Unlike previous entries units/ enemies seen Skirmish link up to what is was already encountered in previous assignments.

Next up
Synthetic Onslaught Group Photo. These are the members of Squad Shrike of the Resistance. You have Commander Yume and her sidekick Miguel, the Combat Maidens, and who else is that? His name is Jake and there is more to come on him in the future.
With Ruby: Huntress of Vale I really wanted to build the game around the idea of fighting as a team, instead of fighting solo. First was the inclusion of AI controlled partners, next is the inclusion of tag in support! Coming soon!
Finally a graphic for your Base Panel, I bounced around from varying ideas like a Barracks, to a Dropship, or APC/Support Truck. But in the end, I settled on a Teleportation device. Check out the new graphic!
In today's Fusion3 blog we discuss Auto Compiling and the new Shader Editor! #MadeWithFusion #Fusion3 #Indiedev
This will be the day we we've waited for! "Ruby: Huntress of Vale" v 2.0.2 is now Available! New Ui! New custom voice overs! New tweaked combat mechanics! Xbox controller support! Additional post chapter 3 content! And more!
"Create a New Active" 640x480 Drawing in MS Paint. No drawing Tablet used (All via Mice). You can classify this as Fusion Fan-art :P
Tons of new updates coming! Here is a teaser video! -New Units -New Enemies -New Objectives -New Terrain & Weather Effects -Improved Level Generation - New Soundtrack -& More
Remember way back when I experimented with visual novel style cutscenes? Well they are back!! And with backgrounds now too. Part of a new "Prologue Campaign".
To aid in exploration, important and notable interactables will be highlighted when approached to help you distinguish them from both the scenery and flavor text interactables.
i assume this is better than a neon yellow painted arrow...
Re-designing main menu!
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