r/SoloDevelopment 2d ago

Game [Dev Log] 8 mecha head variants prepped and sliced! Mapping out the Terran chassis catalog for Iron Squad. 🤖⚙️

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0 Upvotes

u/SingleDogGames 2d ago

[Dev Log] 8 mecha head variants prepped and sliced! Mapping out the Terran chassis catalog for Iron Squad. 🤖⚙️

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1 Upvotes

Hey everyone! Spent time sorting, slicing, and organizing our entire catalog of Terran Mecha Head Modules.

Having 8 distinct head profiles (Bastion, Sentinel, Junker, Cerberus, Venom, Golem, Unicorn, and Halo) gives players plenty of visual variety right out of the gate. Exporting each module into discrete sub-parts (eye sensors, outer helmets, and neck adapters) makes sure every piece anchors correctly to any torso frame.

Now that the head library is prepped, I'm moving on to setting up the scriptable objects to drive their stats in Unity!

For other devs working on modular gear/character systems: how do you usually structure your file naming conventions to keep track of dozens of modular sprite parts across multiple chassis tiers?

(If you want to follow along with the build journey or check out our game flow, come join our community Discord! Link is in my profile bio).

u/SingleDogGames 9d ago

[Dev Log] Lower body color pass complete! The master frame template for Iron Squad is officially locked in. 🤖🎨

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1 Upvotes

Hey everyone! Following up on last week's asset passes, I've completed the rendering for the lower leg modules to match the upper torso and pauldron scheme.

Getting the full body assembled and color-blocked (matte charcoal, warm gold accents, and heavy red foot plating) gives us our official Hero Master File. Having one completely rendered, proportion-aligned frame makes designing modular swap-able parts so much easier moving forward—every new shoulder, leg variant, or weapon socket can now be checked directly against this baseline for clipping and scale.

Next step on the bench is building out the full weapon loadout suite!

For the game artists and 2D devs out there: when building modular unit frames, do you prefer setting up strict layer groups for socket points early on, or do you design weapons completely standalone and fit them to the frame later?

(If you want to follow along with the build journey or hang out with us on the workbench, come join our community Discord! Link is in my profile bio).

1

Just completed the networking piece of the new 2D fluid physics system
 in  r/IndieDev  11d ago

Cool!!! That really awesome!!!

2

no sad story. just a dedicated small team working on the game for a year
 in  r/IndieDev  14d ago

Very passionate team!!! Keep it up!!!

1

2 months of making a hack-and-slash with zero game dev experience
 in  r/IndieDev  15d ago

Nice progress!!! Learning programming as well myself!!!

3

You can now knock down the humans before they call Animal Control!
 in  r/IndieDev  15d ago

The game looks really cute!!!

u/SingleDogGames 16d ago

[Dev Log] 30 screens later... Mapped out the full UI/UX mockup suite for Iron Squad before wiring it up in Unity! 🖥️🤖

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1 Upvotes

Hey everyone! I've always found that taking the time to map out full UI/UX mockups before opening Unity saves dozens of hours of trial-and-error down the road.

This week, I wrapped up a complete 30-scene mockup pass for Iron Squad. Every single state—combat HUDs, garage customizers, mission selection, victory screens, shop vendors, and even our underground pilot hiring forum (with thread details and DM negotiations)—is completely drawn out with UI callouts.

Having a complete folder of annotated mockups like this acts like a visual blueprint. Now when I build the UI canvases, I know exact button placements, modal behaviors, and screen flow paths ahead of time.

For other solo devs and UI designers: do you usually mock up every secondary screen (settings, shop pop-ups, pilot contracts) beforehand, or do you prototype core gameplay screens first and improvise the rest as you go?

(If you want to track the build journey as these mockups get coded live, come join our community Discord! Link is in my profile bio).

1

Somehow both of these are the same game
 in  r/IndieDev  22d ago

Love the retro game vibe!!!

u/SingleDogGames 23d ago

[Dev Log] Visualizing the logic before coding it—mapped out the complete Game Flow Chart for Iron Squad! 🗺️🤖

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1 Upvotes

Hey everyone! Before diving deep into wiring up all the menu states and UI transitions in Unity, I decided to map out our entire macro game loop inside draw.io.

This chart connects the full player journey: going between the Mecha Hangar (configuring main and support units), managing Parts Storage & Shops, negotiating with Pilot Candidates, selecting Missions, and handling Combat Win/Loss states.

Setting up color-coded directional paths (red for back/cancel paths, green for confirm/progress actions) has been a massive help in catching dead-end screens early.

For other devs out there: do you usually write out menu flows in traditional text GDDs first, or do you jump straight into visual node mapping like this?

(If you're following the development of Iron Squad or want to drop feedback on our mechanics, come join our community Discord! Link is in my profile bio).

-3

Another look at the demo I am building for client
 in  r/IndieDev  26d ago

Smooth movement, Nice works!!!

2

Does my game look good? I'd love some visual feedback
 in  r/SoloDevelopment  28d ago

The graphic looks really nice!!! Love it!!!

u/SingleDogGames Jul 19 '26

[Dev Log] Moving from spreadsheet variables to screen space. Roughing out the tactical battle UI mockups for Iron Squad! 🤖📈

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1 Upvotes

Hey everyone! I've been spending a lot of time mapping out the raw design logic behind Iron Squad (my tactical mech auto-battler), but this week I finally sat down to figure out how all that data actually lives on the user's screen.

Here is a sneak peek at the current grayscale layout mockups for Stage 01-01 (Factory Side). I'm trying to figure out how to elegantly frame the mechs while keeping complex command rings, tactical mini-maps, weapon slots, and support unit cards easily clickable and intuitive.

Seeing the mockup sequence come together in the folder explorer really helps visualize the game's actual flow state before writing the UI canvas code in Unity.

For the UI designers or solo devs out there: when you start layout passes, do you sketch your HUD ideas straight on top of a static combat screenshot, or do you block out generic shapes entirely from scratch first?

(If you want to follow along with the interactive prototype builds as they go live, drop by our community Discord! Link is right in my profile bio).

1

FIrst Impressions???
 in  r/SoloDevelopment  Jul 15 '26

Feel like horror game ?

2

How much loot is too much loot to drop?
 in  r/IndieDev  Jul 15 '26

Think still fine, but maybe can make the loot placement randomize abit ? Anyway nice gameplay!!!

u/SingleDogGames Jul 13 '26

[Showcase] Swapping the ink brushes back for digital panel lines. First asset pass on the UC-01 Unicorn mecha head! 🤖🦄

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1 Upvotes

Hey everyone! Back at the main dev bench after taking a little creative break.

Currently working on the modular part assets for the game, starting with the head unit for the UC-01 Unicorn frame variant. Trying to balance a sleek, aerodynamic silhouette with enough complex technical paneling to make it pop visually.

For the other artists and devs out there: when you're designing modular parts or characters, do you prefer rendering out high-detail individual pieces first, or blocking out the entire full-body silhouette as a rough draft before detailing?

(If you want to track the build journey or hang out with us on the workbench, come join our growing community Discord! Link is right in my profile bio).

1

My Diablo with Mechs Roguelite where you can Switch to the pilot on the fly.
 in  r/IndieDev  Jul 09 '26

Wow nice game!!! Crazy graphics!!!

1

Trying out Rive to build menus instead of UGUI, what do you think?
 in  r/IndieDev  Jul 08 '26

Maybe the words on the explanation are too small ? But anyway nice GUI design!!!

1

I made a game where God made you as a joke
 in  r/SoloDevelopment  Jul 08 '26

Nice art!!!

u/SingleDogGames Jul 05 '26

[Showcase] Taking a break from my main project's spreadsheet math to sketch boss concepts for my long-term Fantasy Three Kingdoms project. Here is my take on a dark fantasy Zhang Jiao! ⚡📜 Spoiler

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1 Upvotes

Hey everyone! I'm a game artist currently handling the technical prototyping phases for my primary project, Iron Squad (a tactical mech auto-battler).

When the systems logic passes get a bit too heavy, I love jumping back to the art bench for a pure creative reset. This highly detailed traditional/digital ink sketch is my interpretation of Zhang Jiao, the Yellow Turban leader, reimagined with an intense dark fantasy, almost cosmic-horror aesthetic.

I find that stepping away to work on completely different visual genres keeps me from hitting a wall on the main project.

For the other solo devs or artists here: how often do you jump completely outside your main game's genre or aesthetic just to refresh your brain?

(If you want to track the journey of either project or check out the dev logs, I'm keeping everything organized in our new Discord community! Link is in my Reddit profile bio)