The last couple of weeks I have been focused on tying the core loop together. The various game parts are still in an unfinished state and need more love. Right now I need to tie all the different screens together to get a proper flow going. The core loop will probably go something like this:
Select a story mission or “random” mission
Select which heroes go on the mission and equip them, select new skills, level up etc
Get loot, rewards and XP
Go to camp to rest, get to know the heroes etc
Rinse and repeat
The part I’m focusing on right now is the “Select Heroes Screen” which means I’m adding new heroes among other things.
There will be a total of 8 unique heroes to choose from and which heroes you pick will depend on a lot of factors like for example:
What are the conditions for the mission? How many heroes can you send? Is every hero available? Are there any heroes that need extra XP? What is your play style?
I’m taking care to make sure that the player has an incentive to rotate their squad but I don’t want to do it in a heavy handed way. I’d like to make the player WANT to rotate their squad without them HAVING to which is not the easiest of things and time will tell how well I succeed with that…
Apart from this I’ve been rewriting and fixing A LOT of code since I’m getting very close to the part where I will be adding content like crazy and the parts of the code where I will mess around the most need to be in top shape so they’re easy to change and maintain.
Today marks the beginning of a new era! It has been two weeks since I put op the steam page and started gathering followers and wish lists. I am satisified with the results so far and now that far more “players” are going to start seeing the game I will begin to go more in-depth with the mechanics. Today I’m gonna focus on the “Swingmeter” which has turned out to be a quite divisive feature. I actually ran a poll on my twitter: https://twitter.com/SinisterSiamese/status/1454680974986514438?s=20 where you can see quite clearly that not everyone is excited about it so I decided to dive a bit deeper this time. Let’s begin!
The swingmeter appears when the heroes perform some types of attacks. It’s a moving slider that is stopped when you click the mouse and is one of the many factors that decides how much damage an attack makes. It’s important to note that attacks don’t “miss” so even if you perform poorly on the swingmeter mini-game you will still do damage albeit slightly lower. You can score a critical, a normal or a poor hit.
Some players absolutely hate timing mechanics and feel that one of the main reasons for playing tactical turn based games is because they are games about thinking and not reacting. They tend to assume that the swingmeter is more important than tactical thinking but that not true at all in this case.
The details about how damage works
There are multiple factors affecting your damage output in the game: equipped weapons & armor, passive and active skills, tile bonuses, tile penalties, defense bonuses from allies… I’ll talk more about all of these at some other time but the takeaway is that the swingmeter adds a damage bonus/penalty after ALL of these factors have been applied and it won’t be an exaggerated factor. The timing mini-game is meant to be a bonus, NOT a requirement!
If you happen to be one of the player’s who isn’t too happy about the swingmeter I just want to make it clear that the feature can be turned off in the options. The damage bonus/penalty will then be applied randomly and function the same as in most traditional turn based games. Just random damage in other words. It will also be possible to tweak the speed of the swingmeter if you like it but find it too challenging.
All of this will need lots of balancing and iterating and might change a lot before the final version though once people start testing the game 😅
Until next time and thanks a lot for following my progress!
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.
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:
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!
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:
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
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.
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.
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!
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!
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:
It also made it much easier for me to make new tilesets. Here’s a desert one:
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!
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
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
Here are some of the highlights from things that I have been working on since the last time.
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.
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:
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!
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:
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.
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:
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.
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.
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 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
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!