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Tactics Prototype

An XCOM-style prototype where I design and write everything

IN DEVELOPMENT · CLIENT UNDER NDA · NOTHING SHOWN BY DESIGN

Since early 2026 I've been building an XCOM-style turn-based tactics prototype for a client studio. I design the systems and write all of the gameplay code myself, reviewing progress weekly with an external lead designer. I can't show much of the project or name the client, so this page describes the work instead.

  • Role: Solo (design and all gameplay code), in weekly collaboration with a senior designer

  • Engine: Godot 4.6 (GDScript)

  • Client: A studio under NDA

  • Status: In development

What I've built:

  • The full tactical combat foundation: configurable grid-based movement, a turn-based state machine, unit classes with active abilities, and a targeting UI with hit-chance breakdowns.

  • Advanced tactical systems: overwatch with cone visualisation, destructible cover, grenade AoE, melee, consumables, reloading and ammo management, enemy patrol and detection AI with reinforcements, room-based fog of war, and extraction objectives.

  • A parameter-driven resource mechanic designed for rapid balancing iteration, with every value exposed so design changes never wait on code changes.

  • Performance work where it mattered: pathfinding optimised by caching the navigation graph at level load with per-query node toggling, replacing expensive per-move rebuilds.

Why it matters:

Everything on this page exists because a designer wrote it: the systems, the code, the balancing levers. It's the most complete expression yet of how I like to work, designing a thing and then making it real myself.

Outcome

Still to be announced. No further info due to NDA

  • LinkedIn
  • Github
  • Itch.io

©2026 by Filippo Casola.

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