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Steam News7 August 20232y ago

Back from hiatus

Hi friends, fans & family! Sorry for the looong radio silence. I have been… busy.

Full notes

Full Guardians of Gridvale update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions4 changes1 removal
  • Gameplay
  • Maps
  • Events
  • Balance
  • Security
  • Compatibility
addedUpping the resolution of the title screen I started working on the new title screen and it’s still not done but I’m almost there, just have to clean up the background a bit. This new one will look much better in all resolutions.
addedHouses can now be visited I loved the feature in Fire Emblem where you can visit the houses on the map and get items, learn more about the world or get surprises. It's still in it's infancy but will be very cool once it's fully implemented.
changedMission types and side objectives I’ve also managed to get some side objectives and mission types other than “kill everyone” set up. Right now there are missions where you need to defend something for x turns, rescuing units before they get killed or escorting them to a safe location. There’s also varying rewards in place like money, items, experience or increased villager satisfaction…
changedStatus effects and environmental combos I LOVE the combat in Divinity Original Sin 2 and needed to work even more on the environmental stuff that I already have going so I created a basic framework for craziness! If you cast fire on oil you create an explosion. If you cast fire on ice it melts and units become “wet”. If a unit is wet it will take more damage from lightning etc. Cast fire on water and the tile starts “smoking”… This system needs lots more love but we’ll get there.
removedNo more telegraphed attacks… In the end I have opted to remove the telegraphed attack feature all together. It never became what I wanted it to be so this game is now a “traditional” turn based game with timing mechanics. Still… The AI is predictable and the game will be very clear on how “it thinks” so players can use and exploit that to their advantage. Gladly, lots of the code I wrote did come in handy and the game shows you which enemies are in range and how much damage you might receive before you move to a certain tile. You can see that in action below. Really observant readers will also notice that tile highlighting has been updated improved and that tile cursor looks a bit nicer.
addedPortals that spit out reinforcements I needed to find a way to add additional enemies to levels and couldn’t find anything better than the classic portals although they do come with a twist… If you “kill” the portal (it’s a normal enemy) you stop it from spitting out reinforcements but if you leave it alone you will soon be overwhelmed…

Guardians of Gridvale changes

addedUpping the resolution of the title screen I started working on the new title screen and it’s still not done but I’m almost there, just have to clean up the background a bit. This new one will look much better in all resolutions.
addedHouses can now be visited I loved the feature in Fire Emblem where you can visit the houses on the map and get items, learn more about the world or get surprises. It's still in it's infancy but will be very cool once it's fully implemented.
changedMission types and side objectives I’ve also managed to get some side objectives and mission types other than “kill everyone” set up. Right now there are missions where you need to defend something for x turns, rescuing units before they get killed or escorting them to a safe location. There’s also varying rewards in place like money, items, experience or increased villager satisfaction…
changedStatus effects and environmental combos I LOVE the combat in Divinity Original Sin 2 and needed to work even more on the environmental stuff that I already have going so I created a basic framework for craziness! If you cast fire on oil you create an explosion. If you cast fire on ice it melts and units become “wet”. If a unit is wet it will take more damage from lightning etc. Cast fire on water and the tile starts “smoking”… This system needs lots more love but we’ll get there.
removedNo more telegraphed attacks… In the end I have opted to remove the telegraphed attack feature all together. It never became what I wanted it to be so this game is now a “traditional” turn based game with timing mechanics. Still… The AI is predictable and the game will be very clear on how “it thinks” so players can use and exploit that to their advantage. Gladly, lots of the code I wrote did come in handy and the game shows you which enemies are in range and how much damage you might receive before you move to a certain tile. You can see that in action below. Really observant readers will also notice that tile highlighting has been updated improved and that tile cursor looks a bit nicer.

Hi friends, fans & family!

Sorry for the looong radio silence. I have been… busy. Without going into too much details I made a lot of big realisations last summer which caused me to take a long break from the development of the game. I’m in the middle of an ADHD investigation that started because there’s always been some suspicious symptoms but lately with two small kids, a full-time and committing to my hobbies everything simply became too much. All is good and I’ve gone through most of it now and I’ve been working on the game for quite some time so… Let’s get to it!

Upping the resolution of the title screen I started working on the new title screen and it’s still not done but I’m almost there, just have to clean up the background a bit. This new one will look much better in all resolutions.

Houses can now be visited I loved the feature in Fire Emblem where you can visit the houses on the map and get items, learn more about the world or get surprises. It's still in it's infancy but will be very cool once it's fully implemented.

Mission types and side objectives I’ve also managed to get some side objectives and mission types other than “kill everyone” set up. Right now there are missions where you need to defend something for x turns, rescuing units before they get killed or escorting them to a safe location. There’s also varying rewards in place like money, items, experience or increased villager satisfaction…

Status effects and environmental combos I LOVE the combat in Divinity Original Sin 2 and needed to work even more on the environmental stuff that I already have going so I created a basic framework for craziness! If you cast fire on oil you create an explosion. If you cast fire on ice it melts and units become “wet”. If a unit is wet it will take more damage from lightning etc. Cast fire on water and the tile starts “smoking”… This system needs lots more love but we’ll get there.

No more telegraphed attacks… In the end I have opted to remove the telegraphed attack feature all together. It never became what I wanted it to be so this game is now a “traditional” turn based game with timing mechanics. Still… The AI is predictable and the game will be very clear on how “it thinks” so players can use and exploit that to their advantage. Gladly, lots of the code I wrote did come in handy and the game shows you which enemies are in range and how much damage you might receive before you move to a certain tile. You can see that in action below. Really observant readers will also notice that tile highlighting has been updated improved and that tile cursor looks a bit nicer.

Portals that spit out reinforcements I needed to find a way to add additional enemies to levels and couldn’t find anything better than the classic portals although they do come with a twist… If you “kill” the portal (it’s a normal enemy) you stop it from spitting out reinforcements but if you leave it alone you will soon be overwhelmed…

Steam deck compatibility Guardians of Gridvale was always meant to be perfect for a handheld like the Steamdeck or Nintendo Switch. Not that it's not great on desktop but optimising it for portability has always been a major priority and I can gladly report that my initial tests on the deck show that I'm on the right track. I still haven't implemented the button UI and related stuff but the game looks clear, performs well and the text is perfectly readable at the current size.

And last but not least I just want to say thank you for taking an interest in my game! Stay tuned for more info soonish :)

// Luis

Source

Steam News / 7 August 2023

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