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August 05, 2020, 05:23:26 AM

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TIGSource ForumsCommunityDevLogsShardpunk: Verminfall (xcom/darkest dungeon/steampunk) [tech demo available]
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Author Topic: Shardpunk: Verminfall (xcom/darkest dungeon/steampunk) [tech demo available]  (Read 17741 times)
bryku
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« Reply #180 on: July 01, 2020, 11:11:39 AM »

I LOVE The way this looks!

It seems dope!

Do you already have a composer?

I would love to write a tune for you!

TM

Thanks! Smiley

If you want to write some music, please do! I am already working with a composer though, so it'll be fan-made tunes Wink
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Busy working on xcom-like, steampunk/vermintide pixel art strategy game called "Shardpunk".

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bryku
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« Reply #181 on: July 04, 2020, 04:23:27 AM »

Wow, it seems it's already been two years since I started working on the game! I can't believe how fast the time goes.



I believe I have to start doing more planning when it comes to creating Shardpunk. Sooner or later I will need to have a rough answer on how much time I need to finish the game (or at least to reach a state in which Shardpunk would qualify as an Early Access title that people would be willing to pay for).

So I started tracking the time I am spending on development. Right now (after 17 days since I started it) I am spending 2 hours a day on average. This gives a whopping 14 hours a week, which is not that bad for a hobby project! Still, working full time would be better, right?

Note that this time includes not only programming but things like playtesting, gif creation or writing blog posts (it took me around an hour to write and publish this entry, including the time spent on creating all the screenshots and gifs).

Anyways, I am busy working on the next demo. Seems I don't have any external deadline as there are no competitions taking place (all canceled or moved) - which is a pity, as it would be a great opportunity to showcase my game and see the players react to the game.

On the other hand, I received lots of great feedback from the online survey and I am pretty sure I will gain even more after the 3rd alpha demo is released.

Anyway, here are some things I worked on during the last two weeks. You will see they were all around the place, as I am trying to put all the pieces together.

I changed the combat UI so that it displays the global inventory in the top-right, just like in the shelter view. The "global inventory" is basically a sum of inventories of all alive characters. Seeing it in combat allows you to quickly see how many resources you have at your disposal so you know what you're missing.



I've also made sure that the inventory of each character has a similar way of displaying items.



Speaking of the UI, the settings menus now have some real graphics:



Same goes with some yes/no dialogues:



In combat, player characters now have an alternate death animation which is used when they're standing next to cover; this prevents them from flying through walls or obstacles.



As for the shelter view, I added some minor non-essential elements that the player can click to see a short dialogue. This does not influence the gameplay in any way, but adds a nice flavor:





So what's next?

Well, the gameplay loop is now working. The game has a failure state, and there's a 2nd "mission" after you spend the night and exit the shelter. Well, the mission will be extremely short, just to give a hint of how the game will play out.

I still need to polish a few things. Also, I want to add more variety to the combat levels; I am waiting for some new graphics for this. Hopefully, I'll be able to showcase these in two weeks.

Take care!
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bryku
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« Reply #182 on: July 17, 2020, 01:46:00 PM »

I am pretty close to releasing the 3rd alpha demo of Shardpunk! The scope for the demo is sealed, I have all the assets I need and I am focusing on the final touches. The demo should be out in August.

That being said, I did make some changes in how the game works, so let's take a look at them.

It all started with these new graphics of shelves, which I've started using as high cover objects.



The shelves were looking great as an obstacle; however, I wanted to allow the players to search them for loot. The problem was that the loot points system was too simple to handle it. Until now, loot points were always 1 tile big, and the element (whether it was a corpse or a locker) that was lootable had to be placed on the same tile.



Such an approach was not enough for the shelves. A character was not able to stand on top of the shelve to loot it. What is more, it would be cool to extend the searchable area so that a character can perform the looting from more than one location.

Therefore, I decided to extend loot point definitions. After my changes, it is allowed to have a separate definition for "pickup points" for loot (which define a place that character can stand on to perform the search action), and a separate location where the loot point indicator is located.

Here's how it works for shelves:



I started to use the same approach for crates as well. So now the game has searchable cover objects!



Besides the shelves, there are other new obstacle types present in the levels that make them look nicer. This includes windows (shattered, to make sure characters can shoot through them) or pieces of furniture. And with some randomness in asset generation it can look slightly different each time:



So what's next?

I'm focusing on polish right now and making sure that the game is not too difficult. After all, I want the players to finish the first mission and see the shelter phase.

Take care!
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bryku
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« Reply #183 on: August 01, 2020, 01:21:48 AM »

Aah, here's some piece of good news: it turned out that two competitions that I wanted to register Shardpunk in are back! They were delayed due to the COVID thing, but luckily they will take place.

The competitions are Digital Dragons Indie Showcase and Pixel Awards Europe. And the deadlines are less than two weeks away (at least for the first one), meaning that I need to have the demo ready before that.

It means that the next devlog entry will surely be created after the next alpha goes live.

Here's brief info on what has changed since v0.2:

The shelter phase

Yeah, that's the biggest addition. If you were following my previous devlog entries, you know that the design of the shelter phase has gone through a major rework. Between each combat mission, player characters stay in a shelter. Here they can craft some stuff, heal themselves, or perform other actions. Also, here the player needs to distribute the food supplies.







Stress

Each character has a stress meter. It goes up when a character is hit, it goes down when you kill enemies, heal yourself or rest in the shelter. Too high stress gives negative modifiers to a character, and increases the possibility of receiving a negative quirk.







Better combat visuals

There are new obstacle types available, some of them being searchable. The combat levels have been re-made to use the new obstacle types. Few character animations have been tweaked.



I am currently working on creating a new trailer and I'm playtesting the demo a lot. Also, I will be in need of a Steam demo for the Digital Dragons Indie Showcase 2020, meaning that the next thing right after I release the next demo will be making sure that it is available directly on Steam.

That's it for now. Expect the demo to be released in the upcoming days!
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