Progress Report #2 – ( October 31, 2019)
Time for the next update! I meant to get this out a couple of days ago but I had an unexpected side job helping convert a Bathtub into a walk in shower for a family member with failing Health- remodeling has been my profession for the past decade, a passionless endeavor that doesn’t challenge my brain in a rewarding way; I hope to replace this with Game Design, with this Game being my first foray after a decade of Game Development as a hobby. The job has delayed the progress report a bit but it is complete and I have been hard at work catching up to get this out ASAP. Despite the unexpected Job I have made more progress than expected on the Game itself. See below!
The HUD background has been updated. The new background makes it easier to see the Game behind the the HUD while also serving its purpose of making it easier to read text. I hope you will also agree that it matches the style of the rest of the HUD elements and just plain looks a lot better.
Grid Creeps Guide
Version 1 is complete! With this Update it is available for you to check out. It explains the mechanics of the Game and shows all of the important stats. The values are subject to changes as the game is balanced; things such as Range, Hitpoints, Damage or a number of other values will likely change as the game matures but the Mechanics behind those numbers are set in stone and should be helpful in understanding how the Game works. It explains the differences between the 16 Towers and what makes them unique, it talks about what every building’s purpose is and hopefully gives a general idea of how all the different aspects of the Game are woven together. The Guide should speak for itself, the Download can be along the right side where the website link is located. If you have any questions or something isn’t explained clearly, please let me know. I hope this helps you to understand what I hope you’ll be playing in less than a Month if this sort of Game is your cup of tea.
Tower Target Priority
I was skeptical that this would make it into the initial Early Access version of the Game, but somehow I managed to finish the code side of things in just a few days. It is not implemented yet, but is confirmed working as intended. I still need to make the Buttons and code the bits for switching between priorities- the interactive part of the system, which is easy work, if not a bit monotonous. I am hoping the next update will see this part of the Game finished and this is the reason that I have decided not to follow through with the Tutorial Trailer this week, but more on that below.
I was planning on releasing a video of the Tutorial this week, but with the addition of the Target Priority system the Tutorial cannot be completed until that part of the Tutorial is added- they are bound together at this point. I did not expect the Priority System to be complete so quickly! What I thought would take weeks took about 3 Days (Love it when that happens!). Now that it will be complete in time for Release things have changed a bit and I can’t deliver on the Tutorial Trailer until I get the Priority system done, this is what I am working on as soon as this Update is completed. I see no reason why I won’t be able to get these things done in the next two Weeks, but you never know with life- I wasn’t expecting to be converting a bathroom last week which delayed things a bit, but it is something I had to do for someone who is important to me and my Family. The Tutorial will be more complete and it gives me some extra time to polish what is already finished.
As you may have noticed there is no Music in the trailer. That is because there is none yet, but I have been doing my homework and hunting down a good match for the Game. Ideally I would make the Music myself, but I no longer have the Software I used to use to make Music and it is expensive. I hope to have made a decision on how to handle Music by the next Progress Report, but I can’t guarantee that I will have gotten to that yet. Despite the next Bi-Weekly Progress Report being the last before Release, if there is no Music decision yet I will make an extra Report before release at some point to show off the Music that will come with the Game. There will always be an option to turn it off if you don’t like it, so no worries- it is not forced upon you. Anyway, that is the plan for Music.
The next pre-release Progress Report will be the last one before the Game is released (unless Music has not been decided by then). By then I hope that all the information you might need in order to make a decision on whether or not to purchase the Game will be available. The only things left are to fully implement the Target Priority System, finish the Tutorial and ruthlessly hunt out and destroy any bugs in the Game along with a bit of Polish to Art if time permits. Eventually, post-Early Access Release, I hope to start animating some parts of the Game Art to breath more life into the Game.
I am always in the Group Chat and my email is firstname.lastname@example.org, so if you have any questions or suggestions you are free to contact me any time. Thank you for your interest in Grid Creeps and have a Wonderful Day!
Progress Report #1 – ( October 16, 2019)
Alright folks, time for the first update! It’s been a busy past 2 weeks since the Announcement, so let’s get to it!…
The Tutorial-This has been the primary focus of the last 2 weeks. On announcing Grid Creeps the Tutorial was just a slide show with a lot of text, but it has now been replaced with an interactive walkthrough that has much less to read. The new Tutorial guides the player through first explaining the information presented on the HUD before walking the Player through the process of building a simple Base without the hassle of an impending attack. When the Tutorial is over the Player gains full Control of the Game and you can play it out as you normally would. Naturally, Tutorial Mode is set on Easy. This part of the Game has been a Challenge, but it is almost complete!
Grid Creeps Guide-
Grid Creeps Guide-This next Update will focus on explaining the Game’s details, which will include a video of the Tutorial and this Guide. The Guide will explain the Game’s mechanics in detail and should answer most questions you may have about how the Game works.
Tower Target Priority-
Tower Target Priority-This is the next thing I will be working on after the Tutorial is finished. There are some minor imperfections with the current system, which is fully automated at the moment- Towers shoot at the closest Enemy they can see. The new system will give the Player options, allowing the Player to choose how each Tower picks its targets, like shoot at the Strongest, Weakest, Closest to the Headquarters, certain color Creeps, etc.
The Leaderboard-I have started preliminary work on an Online Leaderboard, though for the time being there are more pressing issues that need attention before I dive deeper into it. I view this as my biggest challenge, which I don’t expect to be ready on the first Early Access Release. Online Leaderboards are a step up in difficulty for me compared to making the local Leaderboard and the Game itself; it’s something I haven’t done before but this Game wouldn’t exist if I hadn’t done a whole load of things I’d never done before. I also have some technical decisions to make on how best to implement it.
There will also be a local Leaderboard which only counts the Games that you have played, so that you can play against yourself and anyone else who plays on your Machine while the Online version is being worked on. If this isn’t in the very first Early Access Release then it will be in the first Patch- I am optimistic, though I don’t want to over-promise.
What’s new with the Creeps?
What’s new with the Creeps?Blue Creep is the fellow that has seen changes. This week I have added in what makes this enemy unique- when he dies 4 Baby Blue Creeps are born. With their small size, they can fit between some Buildings and Towers without having to destroy them first to get to your Headquarters. Some Towers might also have trouble hitting them thanks to their small size. You won’t see these little guys in the First Trailer since they’re new. I still need to tweak the code slightly to keep these little fellows from occasionally getting stuck in things you’ve built, otherwise Blue Creep is just about ready for Release.
Regarding the other Creeps, they’re ready for Release- Red is your Standard Baddie, with mediocre stats. Green is the Sniper of the bunch, with longer Range and a more powerful attack but Green Creep is the slowest and has lower Hit Points than the others. Yellow Creep Explodes when he dies and is the fastest of them all, but his regular attack is the weak with the lowest Range. Expect more detailed information when the Game Guide that is mentioned above is Released.
Expect these Progress Reports about every two weeks. The next update will contain a lot of information about the Game with a video of the Tutorial and the Game Guide along with a general update about what I’ve been working on.
Thank you for checking out Grid Creeps! I am always in the Group Chat, so if you have any questions you are free to check in there any time.
Progress Report #0 – September 12, 2019
September 12, 2019Grid Creeps has been in Development since February 2019. Mechanics and Gameplay Elements are being Polished for a November Early Access Release with the full release coming in early 2020. Join in Early Access and be part of the Development, you will have a voice in the direction of the Game; the main reason for choosing Early Access is so that the Game can be Balanced and Polished before making a formal release. Feedback is needed and funds are, well, there aren’t any. After over a decade of Game Development as a Hobby I am excited to bring you my first full Game, Grid Creeps! There will be much more to come in the future, I love doing this!
Make a mark on November 27th 2019, you might want to be building bases and taking out Creeps that day!