Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1383718 Posts in 66168 Topics- by 58595 Members - Latest Member: ellisjames20061

October 26, 2020, 10:30:51 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogs[0.3 alpha now released] Shardpunk: Verminfall (xcom/darkest dungeon/steampunk)
Pages: 1 ... 8 9 [10]
Print
Author Topic: [0.3 alpha now released] Shardpunk: Verminfall (xcom/darkest dungeon/steampunk)  (Read 19286 times)
bryku
Level 1
*


View Profile
« 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
Logged

Busy working on xcom-like, steampunk/vermintide pixel art strategy game called "Shardpunk".

Devlog | Twitter | Webpage
bryku
Level 1
*


View Profile
« 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!
Logged

Busy working on xcom-like, steampunk/vermintide pixel art strategy game called "Shardpunk".

Devlog | Twitter | Webpage
bryku
Level 1
*


View Profile
« 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!
Logged

Busy working on xcom-like, steampunk/vermintide pixel art strategy game called "Shardpunk".

Devlog | Twitter | Webpage
bryku
Level 1
*


View Profile
« 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!
Logged

Busy working on xcom-like, steampunk/vermintide pixel art strategy game called "Shardpunk".

Devlog | Twitter | Webpage
bryku
Level 1
*


View Profile
« Reply #184 on: August 07, 2020, 10:36:59 AM »

Ok, let's keep this one short. I've released the 0.3 alpha demo of the game.

You can grab it on itch.io already, and the Steam version of the demo should be available in the near future as well.

I am looking forward to your feedback!

Also, here's the v0.3 trailer I made. Enjoy!




Logged

Busy working on xcom-like, steampunk/vermintide pixel art strategy game called "Shardpunk".

Devlog | Twitter | Webpage
Ramos
Level 3
***



View Profile WWW
« Reply #185 on: August 19, 2020, 12:56:23 PM »

Ok, let's keep this one short. I've released the 0.3 alpha demo of the game.

You can grab it on itch.io already, and the Steam version of the demo should be available in the near future as well.

I am looking forward to your feedback!

Also, here's the v0.3 trailer I made. Enjoy!







You have a gift regarding your trailer (marketing vise) in your personal messages


post more updates, I had to search for your topic like a maniac Smiley))


« Last Edit: August 20, 2020, 12:08:15 AM by Ramos » Logged

bryku
Level 1
*


View Profile
« Reply #186 on: August 28, 2020, 12:43:57 PM »

Alright, so I released 0.3 alpha demo of Shardpunk on Steam as well!



I already received far bigger traffic on Steam than I got on itch.io up to this point.

Also, I got some interesting user comments on different aspects of the game that I will be - as always - addressing and, in some cases, describing in detail in separate blog posts.

I did start working on new game features, but I want to focus on something different this time - demo gameplay tips.

Basically, I received some feedback that the game is still difficult to play. It might be that some of you did encounter unfair enemy distribution. However, I believe that there is a number of guidelines that one can follow to maximize the chance of winning.

First, here's a gameplay video of a single, full 0.3 version run:





Every character reaches the shelter alive, and I am able to collect 4 pieces of food to keep them alive through the night.

Here's a set of best practices for 0.3 alpha demo of Shardpunk.

Stay together

It does not make any sense to split your team. To avoid cutting one of your characters off from the main group, stay close. This will also allow you to heal each other if required.

Well, the ranger can manage on his own (but stay together if possible!)

Rangers have the "multi-overwatch" ability that allows them to fire up to 3 reaction shots (depending on their weapon heat level). This should allow them to stay clear from melee enemies for a little longer.

Don't prioritize the loot

You will have plenty of opportunities to grab that loot. Focus on killing the rats first.

Don't be afraid of using explosives

Yeah, grenades attract more vermin. On the other hand, they allow you to clear lots of them at once (especially as I tweaked the grenades so that they deal minimum 3 damage, which insta-kills the machinegun rats).



Combat suit is your best friend

The soldier has a lot of useful abilities (some players report it as overpowered). Ground slam and combat suit boost both allow you to deal nice AOE damage, causing multiple kills.



Bring down rat commanders ASAP

These rats (the red ones, wielding a banner) have good accuracy and can throw a grenade. You should prioritize killing them.

Don't' forget about that fusion core!

A Fusion Core is required to open up the exit door - without it, you are unable to complete the mission. I am pretty sure I will be changing this behavior (or at least extending it) so that the players have other options.



Leave me some feedback

No matter whether you manage to get through the demo or not, do leave me feedback in any shape or form - feedback is what I need to keep making the game better.

Have a great day!
Logged

Busy working on xcom-like, steampunk/vermintide pixel art strategy game called "Shardpunk".

Devlog | Twitter | Webpage
bryku
Level 1
*


View Profile
« Reply #187 on: September 04, 2020, 01:44:57 AM »

You have a gift regarding your trailer (marketing vise) in your personal messages


post more updates, I had to search for your topic like a maniac Smiley))

Thanks! I will still stick to bi-weekly updates. Creating each devlog entry does take time, that I don't have at the moment.

BUT! This will hopefully change later this year. We'll see how it goes.
Logged

Busy working on xcom-like, steampunk/vermintide pixel art strategy game called "Shardpunk".

Devlog | Twitter | Webpage
bryku
Level 1
*


View Profile
« Reply #188 on: September 11, 2020, 01:43:09 PM »

Welcome to the next entry of the bi-weekly devlog of Shardpunk! Despite the start of a new school year (we have two children - aged 8 and 10) I managed to spend some time on the game, pushing it a little bit closer to the next release.

The next demo will be named "Map + XP", although gaining experience and map travel won't be the only new things present in the game.

Anyway, I spent some time working on the experience gain mechanism. Here's what I got so far:

Characters gain experience points after each combat mission. Each survivor receives a number of XP just for surviving. Extra points can be received by killing more enemies or healing yourself/others during combat.



When reaching a new level, characters gain a Skill Point that can be used to unlock skills.


(you do see that a lot of icons is missing at the moment)

I did a major rework of the skills/traits system, and separated ones from the others. I've ended up with:

Class-specific unlockable skills (example: "sword slash" skill which is only available for rogues). These skills have level requirements, and will always appear in the same place in the skills tree.

Universal unlockable skills: they also have level requirements, but can appear for every character. Example: "hard to hit", which makes it more difficult to become hit with reaction fire.

It is possible for a skill to be universal, but also be present in the "fixed" skill tree - of course for different classes, as it would not make much sense for a skill to appear twice for the same character.

Next, we have traits. These can be either positive or negative, cannot be unlocked (they're pre-rolled for a character), and some of them are only obtainable when the stress level is too high.



So for the XP, I have the core mechanism in place. Obviously, the skills will change as new gameplay mechanics will be introduced. Also, right now the UI only shows stuff up to the 3rd level (level 4 is a placeholder). Depending on the length of the game, the level cap will vary.

Besides the XP stuff, I spent some time tweaking the UI in general, making sure it is more readable. Here's how the combat UI looks like:



As you can see I moved some stuff around, made the current character's stats more explicit, and moved the weapon heat indicator closer. I've also un-cluttered the top parts of the screen (you can still toggle objectives and common inventory display).

The side details are now only about displaying the effective % to hit.



As for my future plans, I want to introduce some quality-of-life changes to the game (and change few systems, based on player feedback). Then I will be off to the map travel thing.

Take care, and have a great weekend!

Logged

Busy working on xcom-like, steampunk/vermintide pixel art strategy game called "Shardpunk".

Devlog | Twitter | Webpage
bryku
Level 1
*


View Profile
« Reply #189 on: September 25, 2020, 11:52:29 AM »

Man, working on a game in one's spare time is difficult. Two weeks have passed from the previous blog entry and I only managed to spend ~15 hours in total of not-always-very-high-quality time working on the game.

However, this will change soon. I am taking a monthly leave from my day job in November and I will focus solely on developing Shardpunk in that period. This will allow me to see how I manage to cope with full-time development and what is my development speed when working at my full productivity.

Note that it will be a temporary change - meaning that I'll be back to part-time development in December. Still, with the experience from that full-time period, I will be able to define the game scope in a clearer way and set up a development plan - having that might help me find a publisher.

That being said, let's focus on the latest game changes!

I played around with the Stress mechanic a bit. First of all, I made sure that a character gets the "Stressed" trait (which gives some penalties) only if their Stress level is at maximum (it was a 50% threshold before that). I also introduced some random traits that make a character more/less stress-resistant by altering their maximum stress level:





These traits are randomly assigned to each character at the beginning of the game. And they're mutually exclusive, obviously.

Players now have a new way to reduce stress during battles - each character has the "Encourage" skill that lowers the Stress of a nearby ally.



Now, in order to make sure the players don't abuse that skill too much, it will have a long cooldown time (right now it is 5 turns, but it will surely be tweaked during the development). Obviously, players can still spend extra time during combat and reduce stress before going into the shelter, but due to longer wait times, it might not be the best solution - as the enemies will be swarming in all the time.

Oh, and I changed the way stimpaks handle stress. Previously using a stimpak would reduce your stress levels.

Some playtesters reported that they were using stimpaks only to reduce their stress level, as the aim penalty they got when the stress was too high was (literally, although not directly) killing them. So they used them even if their HPs were at maximum.

I didn't like where it was headed, so I made sure that using a stimpak actually increases your stress a little. This, combined with the "encourage" action and stress threshold increased to 100% should not make the game harder - and it will remove the stimpak stress reduction exploit.



I will end this blog entry here. Take care! And enjoy a new character model, the female ranger:

Logged

Busy working on xcom-like, steampunk/vermintide pixel art strategy game called "Shardpunk".

Devlog | Twitter | Webpage
bryku
Level 1
*


View Profile
« Reply #190 on: October 09, 2020, 11:35:22 AM »

OK, so I had a little less time working on Shardpunk for the last two weeks as I managed to get myself sick. Luckily, I already recovered.



Here's some update on the progress. Let's start with the stuff I did not describe completely the last time: the disappearing Hit Points feature.

When a character is injured during combat, they lose HP. These HPs can be "restored" by using an adrenaline injection. However, you're not really restoring them - they will be lost when you reach the shelter; you can then recover them during the shelter phase.

Now, this feature was already present in the existing demo. The problem was there was no indication that some of the HPs healed in combat will be lost after it ends, which few playtesters reported as confusing. Therefore, I added some visual cues: hit points that are "healed" during combat appear orange:



Also, the HP tooltip has been expanded to show all of this:








Speaking of visual cues, I tried removing the big magnifying glass icons from the loot points, leaving only the green tile highlight:





I believe this will make the screen less cluttered.

I am also trying to find a better style for some of the UI of the shelter phase. This is the latest iteration of the combat summary screen:



Now, I know that I need to stop spending time on tweaking the visuals and focus on the bigger picture: so adding map travel and different level types. Worry not - these things are in the works and I might be showing something more soon.

Thanks for reading!
Logged

Busy working on xcom-like, steampunk/vermintide pixel art strategy game called "Shardpunk".

Devlog | Twitter | Webpage
bryku
Level 1
*


View Profile
« Reply #191 on: October 23, 2020, 12:13:42 PM »

I finally spent some time adding completely new content to the game. The next tech demo will be featuring two missions, each having different looks.

First, we have the sewer levels:



The biggest change in the implementation was that map tiles now can be animated (water and water edges). Also, the water tiles are the first tile types that are both transparent (so the players can see and shoot through them) and non-walkable. It does sound obvious but required some code changes.

Sewer levels have much more closed locations than the "industrial district streets" level had. This introduced some challenges when composing level fragments. Each level is being randomly generated from predefined fragments, and I needed to make sure that fragments stick together correctly. It was easier with open spaces as they were, well, open. Here, with corridors and narrow passages present, I had to be more clever.

I ended up adding metadata to each level fragment, holding information about valid connection points with neighboring fragments. For instance, the level below can handle both low and high connection from the right, and a high one from the left:



This allowed for maintaining the same semi-randomized nature of levels and making sure that there is always a valid movement path for the player.





I've also decided to create some interior levels for the industrial level types as well, now that I had this fragments' connection thing figured out. These look pretty cool as well:



That's it for this entry - see you in two weeks!
Logged

Busy working on xcom-like, steampunk/vermintide pixel art strategy game called "Shardpunk".

Devlog | Twitter | Webpage
Pages: 1 ... 8 9 [10]
Print
Jump to:  

Theme orange-lt created by panic