GUNNERY LOGIC
State-machine rules, grid-to-angle solving, target validity, loading state and controlled firing are separated into testable systems.
Ex Oriente Lux is a two-person independent game development team building an original dieselpunk strategy simulation. Our current prototype focuses on operating a large airborne command ship through physical stations, interconnected machinery, reconnaissance, aircraft support and heavy-gun coordination.
The player works from inside the vessel instead of issuing every action from a detached strategy map. Information arrives through the ship, decisions are made at purpose-built stations, and aircraft, gunnery and support systems turn those decisions into effects on the conflict below. The current build is an engineering prototype, not a visual vertical slice.
State-machine rules, grid-to-angle solving, target validity, loading state and controlled firing are separated into testable systems.
Turret and barrel movement use bounded servo behaviour, while hull vibration and firing feedback give large actions physical consequence.
Player interaction, hold controls and station mode are designed so the machine is operated through readable physical interfaces rather than decorative panels.
A custom lanyard prototype uses rope simulation, trigger rules, deployment logic and synchronized alarm behaviour as a tactile firing experiment.
Hidden target positions and uncertainty-based support requests form the beginning of the layer connecting the ship to the wider ground conflict.
Gameplay logic is developed alongside automated EditMode tests and documented review passes so changes can be iterated without losing previous behaviour.
The screenshots below are from the actual private development repository and current Unity prototype. We would rather show the state of the project honestly than dress an early systems build up as finished gameplay.
The project is split by responsibility rather than by presentation layer: gun systems, physical controls, player interaction and battlefield targeting evolve independently but share defined interfaces.
Recent work includes station mode, hull vibration, a physical firing-lanyard spike, support-request logic, loading, servo movement and state-machine work.
Aim solving, control rules, firing feedback, loading, servo drive and state transitions are implemented as separate source units instead of a single prototype script.
As a two-person team, we use Claude Code to increase the amount of careful engineering we can do without pretending to be a larger studio. The repository contains project-scoped Claude tooling and a documented workflow for planning, implementation, review and verification.
Ex Oriente Lux is currently an independent two-person student development team in Germany. The project is self-directed and in early development. We are intentionally keeping the final title unannounced while the core interaction model, technical architecture and gameplay loop are still being tested.
For technology, platform, program or partnership enquiries, contact the team directly.
CONTACT@EXORIENTELUXGAMES.DE