September update

Hi friends, fans & family! 

Hope you are all doing well! September is the month I was born and now I’m 40(!) which means I have to start speeding up development so I can get the game done before my daughters send me off to an old folks home! I’ve done A LOT in the past weeks and I can’t waste time so let’s gooooo!!! 

Night scenes, lighting, camping

I have been wanting to implement a camping system for the game since well… the actual beginning and I’ve had quite a strong vision for what that would be like. Problem is that it’s a lot of work but… I now have a skeleton in place! I have fiddled around with the lighting in Unity and started making night versions of my current tile sets. Making night versions of the tiles was pretty easy since I just took one of the finished tile sets and fiddled around with the color, saturation and lighting sliders. The lightning on the other hand was a bit more work but thanks to Youtube tutorials I fixed it. I also made some of my lazy trademarked (:D), 2 frame animations to breathe some life into the scene. What do you think? How the mechanics will work will be saved for later…

Dialogue system and actions

I’ve reworked the dialogues and moved them out of the mission json file that I had earlier. This will make it much easier to localise if I decide to do that in the future. It also keeps the files from becoming to messy. Besides that I refactored my mission structure and now have a much better system in place. The coolest part is that I can now send in different actions and tie them to the dialogue so I can for example have a line that says “Oh no! We’re being ambushed by psychotic, dolphins!” and write code that executes as soon as that line of dialogue has been clicked. The dolphins would then animate in to the scene for example. This lets me do some simple “cutscene” style stuff.

Skill tree layout

I did another pass on a possible layout for the skill trees. This part will require lots of work before it works properly but now it’s finally starting to look kinda good. At least I can start preparing for some cool screenshots for the Steam page. 

Wall tiles

I’m gonna have some castle stuff like in Fire Emblem so I started drawing some walls. They are now implemented and look like this:

Title screen cleanup

I’ve also been cleaning up the title screen and removing stray pixels etc. Here’s what the background for the upcoming menu screen will look like:

Upcoming stuff:

The goal right now continues to be getting that Steam page up and running. I’m gonna add one or two more enemies and then I’m gonna start working on that trailer so I can finally put up the page. The goal? To do it in October. Let’s see if we can make that happen! 

As always, a MASSIVE thank you for supporting the development of the game. I would never have gotten this far without other people interested in the game! 

// Luis

August Update

Hi friends, fans and family!

Last day of August and I really can’t keep putting off posting something 🤪. Maintaining a dev blog is not always easy cause unlike social media sometimes it feels like you’re just speaking into the void. Much fewer comments and interaction in general but the honest reason is because it requires more typing 😂

I’ve had a looong vacation this year and have worked a little less than usual but I’m getting back to speed in the last weeks of the month. Here’s what I’ve been doing:

POLISHING

My main focus right now is putting up the steam page (yes the demo has to wait for now 😬) and to do that I need decent screenshots and a somewhat good looking trailer. For that to happen some things need to look better. I’ve added some colored text to the swingmeter, some stars as a hit effect, push arrows for UI feedback and updated a bunch of skill icons in the UI among plenty of other things. Here are some gifs to show some of it

How to kill a spider
Skill icons and keyboard shortcuts

NEW CHARACTER

I’m aiming to have 8 playable characters and from the beginning I knew that I wanted a bard/troubadour/minstrel. I will not have all 8 in the demo and probably only mention them fleetingly in the marketing materials but having plenty of heroes to choose from is super important to me. I have a pretty solid idea of what this girl will be able to pull off in combat and although she’s distinctly a support unit, she has some quite powerful tricks up her sleeve. Any fun name suggestions?

BUGS & REFACTORING

I don’t want to bore you with the details but as usual there’s been a hefty amount of bug fixing going on. AI, selection and a bunch of other stuff. I’ve also changed big pieces of code to make them more flexible and easy to work with since some parts will be touched more often than others.

ROADMAP

As I mentioned earlier the no. 1 thing right now is the Steam Page. Why? Because it’s important to have it up early to start gathering wishlists. Wishlists are pretty much the only somewhat reliable way of doing a forecast of how well you’re game will sell. The way it works is that everyone that wishlists the game gets updated when the game is released and when it’s on sale so it drives quite a lot sales. Another thing is that when you reach certain thresholds the game gets even more visibility on the platform which drives even more sales. In other words: wishlists are important.

I would be so happy if in September I can say that the page is up but before this year is over might be more realistic. Either way, the sooner, the better.

Thanks for reading 🙏// Luis

Revised plans and a level editor

Hi friends, fans & family! Hope life finds you well!

I am having the best vacation with my family! Lots of spare time and lots of relaxing. The heat over here is killing me however but walking around half naked all day is definitely worth it :D.

Let me tell you about some of the things that have been happening lately!

Level editor

I have thought long and hard about what I want the game to actually be. From the beginning the game was supposed to be something like XCOM with randomized characters etc. but it has since grown into something else entirely. Guardians of Gridvale is nowadays an RPG but a lot of the stuff that I implemented in the beginning and a lot of the thoughts that I had back then have been sticking around which has sort of muddled my design. I’ve finally decided to cut ties with the past and make this game a fully fledged tactical RPG. 

What does this mean? Well, the game will now focus on a good story, characters and handcrafted content and not so much on procedural generation, faceless heroes and random story bits.

As a result of this, I thought that it would be wise to make a level editor. Here’s what that looks like:

With it I can carefully placed all the tiles and all the enemies an export it to a file. I still have to do some things manually in the file but the hard bits are done and this makes my life soooo much easier!

And speaking of editors… I’ve brought onboard someone really skilled to take a look at my writing and give me tips for improving it etc. He will only help on an hourly basis but that will surely make the story better!

Mind control

I also took the time to clean up a lot of code so I have re-factored and changed a lot of things to give the game more flexibility when it comes to designing new stuff. This allowed me to implement a cool mind control skill among other things:

New tiles

It also made it much easier for me to make new tilesets. Here’s a desert one:

Deadline

Besides these things I’ve also started to really think about how much stuff I should cram into the game and when I ”need” to finish it and this has led me to make a list of features with different ”levels” of implementation. I will work my way through the list and polish the must-haves first before I tackle the nice-to-haves. I have no idea where that will take me but I’ve set my internal deadline to 2023. Whatever I have by then will be released!

Discord server

Oh and one last thing… I HAVE A DISCORD NOW! There’s not much going on there yet but there surely will be. Check it out: https://discord.gg/nVgnJ6N6nM

With that I leave you guys for this time! Thanks for reading 🙏 // Luis

Hotter graphics and loot

Hi friends, fans and family!

I’ve been busy doing all sorts of stuff lately and here are some of the highlights:

  • New graphics. Scale has changed a bit, houses have been added. Mountains are now rocks and forests are single trees. Grass has been given a facelift and water has been much improved.
  • UI Polish. More details on the frames etc
  • Started working on the steam page. Lots of work left before I publish but I have a decent descriptions and some nice artwork up.
  • Added loot mechanics. Loot is now randomly dropped by enemies. In the victory screen when a mission is over you can open the bags and see what you’ve picked up. Still needs polish to look good but we’ll get there.
  • Refactoring the code base. Doing some major changes in the code at the moment to make it cleaner and remove problematic bugs and future pain. This will allow me to make some really cool stuff going forward. Stay tuned…

I will try to post a bit more frequently but it’s not that easy now that I have two little monsters. Have to get used to that ;D

Thanks for reading! // Luis

“Guardians of Gridvale” progress

Hi friends, fans & family!

Here are some of the highlights from things that I have been working on since the last time.

Progress:

  • Made a smaller version of the swingmeter and placed it at the point of attack instead of the bottom of the screen
  • Improved the look of the buttons in the UI:
  • Added hit frames to the heroes so they all look like idiots when they are attacked:
  • Fixed loads of bugs in the water and road generation that we’re giving me a headache.
  • Fixed some AI issues
  • Made major progress on the tutorial that’s nearly finished.

DEMO PROGRESS:

The demo is not done and will most likely be in a releasable state during the summer. I am about to turn an old Mac into a PC to be able to test the game properly which is naturally a major thing before release. These are the other things left:

  • Music & sounds.
  • Last 5% of the tutorial
  • Design a couple of levels and some dialogue
  • Finish the title screen and add some options

Thanks for reading! Until next time! // Luis

Current progress and new format for blogposts

Hi friends, fans and family!

Sorry for not posting for long but I have been working hard on the game and posts have slipped down in priority order. I will be changing the format of these posts to make them easier to write and less “wordy”. I will try to focus on more visuals and just show a short log of my progress and the road map for where I’m going next. Let’s begin!

Progress:

  • Finished the first phase of the tutorial
  • Hired a pixel artist to create portraits for enemies and heroes
  • Updated the UI with new fonts
  • Added a “kill cam” that can zoom and add slow motion occasionally for spectacular finishes. Gif below shows all of this in detail:

Current goal:

  • Finish v0.1 of the demo
  • Send out demo to newsletter subscribers

Very doubtful if I actually manage to do this before March is over but I will try. It is crucial that I get this into the hands of YOU, the players, before I get too wrapped up in my own head :D.

See you soon and thanks for reading! // Luis

Looking back on 2020 and the progress of the game.

Hello friends, fans and family! Hope you’re all well and that you’ve enjoyed christmas and new years with your loved ones 🙂

2020 is over and 2021 has just begun which means a symbolic fresh start. I usually set a couple of goals for the year on this day and I like to look back at them a year down the road to see how much (or little) progress I’ve made but also whether those goals still seem relevant. I though I would make this post to share some progress with you but also some random thoughts about goal setting etc.

Goals VS behaviours/habits

Before I start sharing progress I just want to briefly touch on the subject of goals. I learned somewhere years ago to set S.M.A.R.T goals which means goals that are:

  • Specific
  • Measurable
  • Achievable
  • Relevant
  • Time bound

Different “gurus” have different words for each letter but the principles are the same. An example of a smart goal could be:

I want to lose 20 pounds by the 1 of July 2021.

Is it specific? Yes. Is it measurable? Very much so. Achievable? Well, that depends I guess. Relevant? If it’s important to you and it’s highest on the list of priorities then yes. Time bound? Yes.

While there’s not necessarily anything wrong with this approach I’ve read a lot of books on Habits and they have a slightly different approach. Here are two really good books on the subject that I highly recommend:

What these books have in common is that they focus on the behaviours and habits needed to attain goals and not so much the goals themselves. There’s less focus on the end result and much more focus on what you need to do right now:

  • Eat half a plate of vegetables with every meal
  • Take a 15 minute walk each day

This is the way I think about everything I want to get done nowadays since it’s what works best for me. I only count/measure amount of days I go to the gym for example. I don’t have a goal. Why? Cause if you go to the gym and work hard you will get fit. All the other pieces will fall into place by themselves gradually. You don’t need to worry about perfection. You just need to do the work. It’s also much easier for the mind to just make sure to do one simple thing and keep track of it. With time all the goals will be attained.

This is my approach to ANY goal basically:

Goal? Make a game.

How? By putting in the work

But it’s so much work? Work on it as often as you can no matter how little you do. Commit to the mantra NO MORE ZERO DAYS

This is how I’ve worked on the game. I don’t have much time but I try to work on it each and every day no matter how little. One day I just fix a bug. Another day maybe I’m so lazy that I only google something I need to learn or implement and I just make a bookmark of the link. Still progress. Every day.

MORNINGS ARE THE SHIET

Learn to love mornings. The majority of people are sleeping in the morning which usually means: families are sleeping, gyms are empty, work hasn’t started. My life changed when I started to wake up early. No exaggeration. The first thing I do is work on my game. I do my absolute best to never leave it to the end of the day.

TIME KEEPING

I started with the habit of time keeping for shits and giggles so I can look back at my efforts and see how much time I spent on the game. I started with this in week 32 (August 3, 2020) and noted down every single minute spent consciously working on the game. I stopped this on December 18, 2020 when I decided to take a total break during the holidays and “break the chain”. The result of that period was:

  • 131 days in a row (with time measuring, I worked every day before that)
  • Fewest hours worked in a week: 10.00
  • Longest hours worked in a week: 16.00
  • Average hours worked per week: 12.35

Note: I also take care not to overdo it. I try to work no more that 14 hours average per week since more than that is not feasible with a day job and a family if I want to keep my health.

GAME PROGRESS

Finally, what you probably came here for :D. When 2020 started all I had was this:

At this point there was basically nothing besides what you see. No UI. No AI. No gameplay. Just a skeleton of something…

Start of 2021

Game at this point looks like this:

Here’s a long list of some of the stuff done during this year:

  • Changed size of the tiles from 32×32 to 24×24.
  • Added animations and polished the graphics.
  • Added a UI.
  • Added a dialogue system.
  • Added AI.
  • Added enemy intentions.
  • Added a “swing meter” mini-game.
  • Named the game “Guardians of Gridvale”
  • Bought gridvale.com and guardiansofgridvale.com
  • Made a bare bones website.
  • Made sure that the game builds and runs on well WebGL.
  • Became a steamworks partner so I can release the game on steam
  • Made sure that characters can level up and select skills.
  • Added mouse input
  • Added shortcut keys
  • Created an instagram account
  • Created a fb page
  • Created a page on itch.io
  • Bought tools for music making
  • Hired an illustrator to create this:
  • And “hired” a friend to create this:

This year I will be focusing on these things:

  • Tech-Demo for my newsletter subscribers
  • Public demo on itch.io
  • Create a kick ass trailer
  • Build content
  • Create the steam page
  • Keep growing the audience with posts on twitter, instagram, facebook, reddit etc

The game will not be finished this year either but I am aiming for having it fully playable at least. 2022 is meant for polishing. Keep a look out for the public demo or join the newsletter if you want to play it earlier!

Thanks a million for taking an interest “Guardians of Gridvale”. Til next time!

// Luis

New skill animations and tutorial videos

Hi friends, fans and family!

Hope everyone is doing well. It’s time to show you guys what I’ve been doing lately so let’s show off those gifs:

Tutorial Videos

I’ve added videos to the UI to clarify how skills work. Previously those where only shown on the level up screen but now I have them in place when you’re about to use skills as well. I will also be adding general videos for explaining game mechanics etc. It was a bit tricky to set up since you can choose between selecting local videos or URLs (both local and web) but the local ones broke when building for the Mac. Using a file url path instead solved it. Here are a bunch of skills for the heroes in the UI:

Skill polish

I previously had no graphics in place for the Rogue’s “Cloak” skill nor the wizards “Ice Blast” so I’ve added some effects to make them look better. Here’s the “Cloak” skill together with the “Serial Killer” showing the mayhem that the Rogue can cause in certain conditions:

Here’s the “Ice Blast”:

Defense and flanking mechanics

I tweaked the defense/flanking mechanics in order to make positioning more important. Depending on how enemies and heroes are placed on the map this affects how much damage they receive and how much pain they dish out.

The mechanics work in the following way:

If a unit has more allies in adjacent tiles than enemies, they receive a +1 to their defense, lowering all damage from incoming attacks with 1. If a unit has more enemies than allies surrounding them, they instead get a -1 to their defense, increasing all possible damage to them. If the amount of units is equal, there is no modifier to a unit’s defense. Here’s a video showing how incoming damage changes when units move around:

EARLY DEMO will be postponed

I have decided to move the public early demo to Q1 2021 instead of rushing like a madman to finish stuff before I go on a long christmas vacation. The reason being that there are a lot of things that can go wrong and I might not be able to have time to fix things. The demo will be an early version and as such will have bugs, will be unbalanced etc etc but I don’t want to burn my bridges by making a bad first impression. The players must enjoy the game at some level or my demo will hurt me more than help me. For those of you who want to ensure that you are the first to try it out: make sure to subscribe to the newsletter since they are the first to hear about news (and secrets ;)):

Newsletter:

http://tinyletter.com/sinistersiamese

Name reveal

I will be revealing the name of the game next week (although the logo is not ready) and create a simple first webpage for it to start building traffic. If you’re eager to find out what the name is and don’t want to wait until next week… subscribe to the newsletter :D.

Other stuff

As usual I’ve doing a lot of other stuff: fixing bugs, refactoring etc but that really isn’t that interesting compare to the gifs right? Not much to say there.

See you guys in a couple of weeks and thanks a million for reading!

// Luis

Death animations, game loop and more

Hello friends, fans and family!

Loads of new stuff these past weeks. I told you I would back off a bit but instead I upped the tempo and worked more than usual. Life is crazy sometimes 😀 Let’s jump right in!

Game loop

The game loop for the demo is now in place and working! You get a mission and once you complete it you are shown the victory screen (something needs to happen when you lose too which is NOT in place :P) and after that a skill tree where you can select upgrades for your heroes is presented. After that a new level begins. Simple and reliable. As I’ve mentioned before this structure will not remain in the final game but is a pretty fast way for me to get something out of the door “quickly” for feedback. Still have to design levels though so the DEMO itself is not done just the structure.

Skill tree

I’ve made the upgrades work and everything is saved the way its supposed to. Been wasting a lot of time lately thinking about how to actually set up the skill tree etc which is not that important at this stage so in the end I just decided that the player will have two levels up: one automatic skill and one selectable choice of two upgrades to that skill. An important feature I’ve implemented here is to show short clips of how the skills actually work:

Death animation

It’s been bothering me for quite some time that the units just vanish once they die and the other day I was feeling a bit bored and decided that I really needed to do something about it so I opened up Aseprite and drew a floaty skeleton cloud type thing when the enemies die. As usual I limited the amount of frames to 5 which is my limit for effects. For skill animations 2 frames will have to be enough unless something extraordinary happens… Anyway, here’s the animation:

Taunt

I am adding animations to all unit skills and fixing bugs so they work well and the next one I wanted to tackle was the taunt skill. Had to fix a lot of AI stuff that had been messed up too as well as drawing one single frame:

I’ve fixed loads of more issues and really, really hope to get the demo out of the door before this year is over but there is undoubtedly still a lot of work to do. I still have to finish all the skills and test them and add some animations to the enemies, add music/sounds and and and…. GAAAAAAAH!

Loads of fun :). See you in two weeks, have to get back to work!

// Luis

Resolution changes

Hi friends, fans and family!

Tough times right now with lots going on at home, on the day job and the shift to colder and darker periods of the year. I can very clearly feel a dip in my current energy levels and might have to slow down a bit for a while to regroup. But before I do that I’m gonna quickly let you know what I’ve been up to! Here goes:

Changed tile size

I’ve been working on art that’s 32×32 pixels “big” and noticed that I don’t make proper use of the space so I’ve decided to shrink my graphics to 24×24. This lets me work faster since I’m drawing fewer pixels and has the added benefit of making everything “tighter” and there’s less empty terrain everywhere. Another thing I’ve done is to offset the characters a bit to give the illusion of depth!

Resolution change

With the tile change comes a change in resolution. My reference resolution (the resolution you scale up from when working with pixel art) was 640×360 but is now smaller and I’ve coded stuff to make it dynamic. Height is between 220-270px and width adjusts accordingly since pixelart needs to upscaled evenly. So if I have 1920×1080 resolution on a monitor and the script calculated 270×4 for the height, it’s gonna divide 1920 / 4 which results in 480. The key point here is that it fits the entire screen and looks good on all resolutions 🥳.

Game loop

I still haven’t finished the level up screen but working on it revealed some other areas that needed work and it forced me make sure that I can save/load the heroes to move between levels and scenes. After tweaking some code and fixing bugs I now finally have a game loop! 

My upcoming weeks will mostly be about fixing the UI since now the size of everything has changed.

Til next time! //Luis