Category: Articles: Dev Blog

Development blogs to record the progress of the Shattered Bounds game(s)

  • Dev Blog 4: Hill, Healing, and the First Real Loop

    Date: February 9, 2026
    Series: Dev Blog (Dev-04)
    Project: Shattered Bounds: Battlegrounds (Ottawa, Canada)

    This weekend was the first time Shattered Bounds: Battlegrounds started to feel like a complete loop instead of separate systems stitched together. The win moment was simple but huge: healing finally works the way it’s supposed to, and both players and enemies are moving consistently on the server. Once movement and recovery feel reliable, everything else becomes easier to tune, test, and trust.

    My focus right now is building the core “King of the Hill” experience you can play end-to-end: clear objective pressure, a reliable recovery tool, and enemies that behave consistently enough to shape pacing instead of creating chaos.

    This week’s win: Healing works, and server movement is stable

    Getting server-authoritative movement to feel consistent is one of those invisible breakthroughs that changes everything. If player movement jitters, or enemies don’t behave predictably, it becomes impossible to judge whether a mechanic is good or just broken.

    With movement consistency improving and the healing zone behaving properly in real play, I can finally test the game the way players will experience it: under pressure, with multiple actors, and with real match pacing.

    Hill objective: bringing King of the Hill to life

    The hill is the heart of the Battlegrounds mode. It’s what turns combat into decisions: push the objective, regroup to recover, or rotate to intercept enemies. The goal is that players always understand three things instantly:

    1. Are we scoring?
    2. Is it contested?
    3. What do we need to do next?

    Right now, I’m building the hill system in layers: detection and state logic, then scoring rules, then player feedback so it’s readable mid-fight. A good hill system isn’t just “standing in a circle.” It’s pacing, clarity, and fairness.

    Where it’s at today: The hill functions are actively being built and tested, with the next step being consistent scoring behavior and clear contested/ownership feedback that players can understand at a glance.

    End Goal: The Hill will have three colors depending on who is in the hill. Players will make it glow Blue, enemies will make it glow Red, and while it is contested or empty it will fade to Grey. Points will increase or decrease based on who is in control.

    Healing Zone: complete, predictable, and tuned for match pacing

    The healing zone is finally doing what it’s meant to do: give players a reliable way to regroup without turning the match into a stall-fest. This mechanic lives or dies on tuning—small changes to heal speed and rules can completely reshape how the whole session feels.

    The intention is straightforward: healing should reward smart retreats and teamwork, not erase mistakes instantly. It should keep players in the action loop while still creating space for recovery and re-entry.

    Quick Specs:

    • Heal radius: [1.5 meter]
    • Time from 1 HP to full: [10 seconds]
    • Anti-exploit rules: [The healing stops if you leave, enemies wont approach the healing zone]

    Enemy actions and behaviors: consistency first, complexity second

    Enemy behavior is where the game becomes “alive.” This week’s focus was getting enemies to behave consistently enough that I can start designing difficulty and pacing with confidence—especially in a server environment, where consistency matters more than flashy logic.

    With movement stabilizing, enemies become something I can tune instead of constantly chasing edge cases. That opens the door to building behaviors that feel intentional: readable targeting, fair pressure, and clean state transitions.

    What I’m building next inside enemy behavior:

    • Target selection / aggro rules that feel fair and predictable
    • Attack timing and spacing that reads clearly
    • Avoidance rules around recovery areas (so healing stays meaningful)
    • Cleanup and edge cases (no stuck enemies, clean despawn/lifecycle)

    Player stats and leveling: laying the groundwork for long-term progression

    Progression is the long-term glue, but it only matters once the core loop feels solid. Now that healing is stable and server movement is consistent, it makes sense to continue building the foundation for player stats and leveling so future content has something meaningful to connect to.

    The direction is that player skill still matters most, while progression adds structure: goals, identity, and long-term motivation. The next step is making progression feel visible and understandable during play—not just a backend system.

    Decisions I’m locking in next:

    • How fast leveling should feel from session to session
    • Which stats matter without turning into grind-only power
    • How progression rewards both combat and objective play
    • How to keep the system readable for new players

    What’s next: finishing the first complete match loop

    Next week is about converting these stable foundations into a complete, repeatable match loop: hill scoring rules, clear contested/ownership feedback, and enemy waves that reinforce pacing instead of overwhelming it.

    Planned next steps:

    • Finalize hill scoring + contested rules end-to-end
    • Integrate enemy waves into hill pacing
    • Harden enemy edge cases (no stucks, clean lifecycle)
    • Surface progression feedback in-session (HUD/results)

    Closing thoughts

    This week felt like a turning point because the fundamentals are starting to hold under real conditions. When healing feels right and movement is consistent on the server, testing becomes productive instead of frustrating. The hill is next – once it’s fully scoring and readable, SB Battlegrounds will have its first truly complete, repeatable match loop.

    If you want to follow along as I build this in Ottawa, Canada, you can support the project or reach out about partnerships.


    FAQ

    What is Shattered Bounds: Battlegrounds?
    Shattered Bounds: Battlegrounds is a real-world augmented reality (AR) fantasy game where players fight enemies and compete over objectives like a hill, using a mix of physical movement and AR gameplay.

    What is “the Hill” in Battlegrounds?
    The hill is the main objective area in a King of the Hill mode. Controlling it earns your team points and forces strategic decisions: push, defend, rotate, or regroup.

    What does the Healing Zone do?
    The healing zone is a recovery area designed to help players regroup and return to the fight. It’s tuned to support match pacing without allowing players to stall indefinitely.

    Where is Shattered Bounds being built and tested?
    Development and early testing are being built around Ottawa, Canada, with the goal of bringing local play experiences to the area as the project progresses.

    How can I support or partner with Shattered Bounds?
    You can support the project through donations (http://ko-fi.com/liminalrealms) or reach out for partnership opportunities by email (contact@shatteredbounds.com).

  • Dev Blog 3: Regaining Momentum

    Date: January 26, 2026

    Article: Dev-03

    The last stretch of development was tough. ADHD comes with its own requirements for maintaining focus, and after pushing hard through the holiday period I hit a point where I was circling the same problems again and again. Before I could properly untangle them, I reached burnout.

    Rather than force it and risk a long recovery, I made a deliberate choice: step away from coding for a bit, and keep moving the project forward in other ways.

    If you’re new here: Shattered Bounds: Battlegrounds is a short, replayable AR combat experience built around a King-of-the-Hill loop—designed for small teams, fast onboarding, and repeat play.

    A Necessary Pivot

    Instead of writing code, I shifted to work that was lower strain but still meaningful progress:

    • Updating and tightening business documents
    • Revisiting long-term planning and milestones
    • Deepening the worldbuilding and narrative foundations

    Unexpectedly, this is also when the foundation for the world’s magical language finally clicked into place.

    The magic system is built around state change, not intent. Magic doesn’t care why something is happening – only what state is changing, how, and under what conditions. That decision has big implications for gameplay, AI interpretation, and long-term scalability. It also means players can use magic with partial understanding – sometimes successfully, sometimes with consequences.

    Burnout Lifted, Development Resumed

    This past week I returned to the codebase, and the burnout had clearly lifted. When I came back to the problems I’d been stuck on, things started moving again.

    Over the last stretch, several core technical issues were resolved:

    Player world position is now stable and consistent Player targeting is functioning correctly Enemy targeting is now reliable and predictable

    These fixes sound small on paper, but they’re foundational. They unblock everything that comes next.

    • Once targeting works, combat works.
    • Once combat works, waves work.
    • Once waves work, the game exists.

    What I’m Working on Next

    The next couple of weeks are focused squarely on gameplay systems, not polish:

    • Building out the enemy system (behavior, lifecycle, cleanup)
    • Implementing and tuning the wave system
    • Finalizing the Hill system and healing space (control, scoring, contested states)

    This is the heart of the Battlegrounds experience. When these systems are stable, the game will be playable end-to-end in its simplest form. After that, the project transitions from “building a game” to “improving a game.”

    What Comes After the Core Game

    Once the basic loop is complete, the remaining work breaks down into clear categories:

    Content & Presentation

    • Enemy skins
    • Weapon skins
    • Visual readability improvements

    Audio

    • Music
    • Sound effects
    • Combat feedback cues

    Hardware & Spatial Work

    • Testing on AR headsets
    • Building and validating the prototype controller
    • Spatial calibration and testing

    Closing Thoughts

    This phase was a reminder that progress isn’t always linear, and stepping back is sometimes the most productive move you can make. The project is healthier for it. I’m healthier for it.

    If you’re interested in joining the project – email me at contact@shatteredbounds.com