Shogun: Flowers Fall in Blood
Solo mobile tactics RPG in Unity. I built the first combat prototype in May 2025. The current March 2026 build is narrower on purpose and focused on one battle slice, a portrait-first HUD, and cleaner support scenes.
What changed since 2025
The 2025 version proved the direction. The current pass strips it down to one battle slice that I can actually finish and build from.
May 2025
First combat prototype and gameplay capture.
March 2026
Audit, cleanup, and reset around Dev_Sandbox.
March 25, 2026
New combat and support-scene captures.
Combat Before And After
This comparison says more than the old archive still did. The 2025 video shows where combat started; the 2026 capture shows what changed and what is actually in the build now.
May 2025 Prototype
This is the original prototype video. It is useful as a reference point for pacing, tone, and the first version of combat, but it is not the current build.
- - Useful for: early combat direction and pacing.
- - Missing: a tighter battle loop, cleaner UI, and a reliable build target.
March 25, 2026 Battle Slice
This capture is a better picture of where the project stands now: portrait-first battle presentation, revised HUD work, clearer drag and release feedback, and stronger range readability.
- - Focus: battle clarity over feature count.
- - Current visible work: HUD, floating damage text, auto-positioning, and combo readability.
- - Goal: one battle slice that is solid enough to judge, test, and keep building.
Where The Project Stands
I am not presenting Shogun as a broad foundation for the full game anymore. Right now the useful parts are the character data setup, the combat scene, the mobile UI work, and a few support scenes that can actually be tested.
- - The real work is concentrated in one battle scene instead of spread across half-finished systems.
- - Character data, combat flow, and portrait UI are the parts worth building on.
- - Everything else stays secondary until one battle can run cleanly from start to finish.
Current Slice Scope
The current slice is built around Ryoma, Kuro, and Tsukiko fighting Ronin Footman, Oni Brute, and Yurei Caster. The goal is to prove the core tactical loop before expanding scope.
- - One authored battle target:
Courtyard Ambush. - - One gameplay-truth scene:
Dev_Sandbox. - - One success condition: a readable battle from setup to result without manual repair.
March 25, 2026 Support Scene Prototypes
Outside combat, I also rebuilt the summon, barracks, and settings scenes so they behave like real scenes instead of loose placeholders.
- - Summon is a banner and featured-unit presentation test.
- - Barracks and Settings were cleaned up so scene view and play mode stop drifting apart.
- - These support scenes matter, but combat in
Dev_Sandboxis still the main build target.
Summons Prototype
March 25, 2026 capture of the summon screen: banner layout, featured unit framing, and portrait-first mobile presentation.
Settings And Barracks Prototype
March 25, 2026 capture of barracks browsing and settings cleanup after earlier scene and runtime drift.
2026 Systems Reset & Documentation
In March 2026 I went back through the project to separate real systems from placeholder work, cut claims that were ahead of the build, and write down what the current slice actually needs.
- - Project audit to separate working systems from placeholder architecture.
- - Slice plan centered on
Dev_Sandboxand theCourtyard Ambushencounter. - - Documentation that tracks the build as it exists now, not as a future wishlist.
What Exists In The Current Build
- - CharacterDefinition, CharacterInstance, and CharacterStats as the runtime data foundation.
- - Battle HUD, drag indicators, range displays, floating combat text, and result-state scaffolding.
- - Authored encounter definitions and battle framing inside
Dev_Sandbox. - - Main Menu, Barracks, Summon, and Settings scenes that can be tested directly.
Current Production Direction
The current art and implementation pipeline is simpler and more practical: Gemini for portrait ideation, PixelLab for sprite and animation starting points, Aseprite for cleanup, and Unity for integration.
- - Ronin Footman is the first real test of that character pipeline.
- - Portrait-first presentation is part of the game's look, not just a UI convenience.
- - Right now the job is not to show every possible system. It is to make one battle slice work.
All design and development of Shogun: Flowers Fall in Blood remains an independent personal project.