Friday, October 28, 2016

Greenlit!

So after a several month hiatus, I'm back to work on this project. It's Greenlit on Steam! This week I fixed a bunch of bugs that had sort of accumulated while I wasn't really working on it, then got the build up on Steam. It felt very satisfying to download and play my own game from Steam.

Now hoping to release in late January.

Tuesday, May 31, 2016

Photo Textures

Been experimenting with embossing and photo textures. I keep making them more subtle, then less subtle, then more subtle again. Here's the current next to an old one:



Thursday, April 28, 2016

Text Mesh Pro

Putting some more work into fonts. Old style on the top, new on the bottom. This was done using TextMeshPro, which was a bit more finicky than I was expecting, but the results kind of rock. Indeed now the fonts are kind of putting the rest of the game to shame. (Image past the break.)

Monday, April 25, 2016

Weapon Retrieval

Throwing weapons can be retrieved and reused. Here's a trail of javelins and throwing axes showing where the battle has been.


Friday, April 22, 2016

Help Complete, Saving In Testing

Saving is working pretty well, we're just testing details now. All six Help screens are now in, complete with images and mouseover tips. The Overmap help in particular really depends on the mouseover, as much of the text is buried in the images. Screenshots past the break!

Friday, April 15, 2016

Magic Help


Another day, another Help screen. Now it's Magic! ...I really can't wait to be done with all this help system business.

Thursday, April 14, 2016

Combat Help

Glade Raid Combat described in an itty bitty nutshell. Latest help screen image past the break.

Tuesday, April 12, 2016

More Help

This Help screen stuff has been much more time consuming than I was expecting. Write the help, get it all lined up, take a bunch of images, clean them up with borders and stuff, get it into Unity, hook each image up with one or two colliders, and write a tooltip for it. Then check everything, especially the various tooltips, which tend to show up in inconvenient spots or have typos in them.

Movement help screen after the break!

Saturday, April 9, 2016

More Help, Pick Up Ammo

Not my most productive week, but the help system is coming along. We also added the ability to recover thrown javelins - but you can't see them on the ground yet.

Tuesday, April 5, 2016

Help In Progress

Help system in progress! Here's what one of the screens currently looks like (still adding images):

Monday, April 4, 2016

Help and Stand Aside

Working on the backbone of a simple help topics system. Also integrated my AI programmer's "Stand Aside" code, wherein larger enemies can shove aside smaller ones to get to you. See it in action past the break!

Saturday, April 2, 2016

Enemy Encampment

Added 13 specific missions; 9 escape missions in assorted terrain, plus 4 different missions in a new "enemy encampment" map. Set them all up to work in the campaign. In the screenshot below, Kahir is sneaking up on a poorly-guarded chest near the middle of the encampment!

Thursday, March 31, 2016

End Text - Toku's Demise

Added more campaign events. Added the ability for a campaign event's resolution to add story text to the dialog box displayed upon beating the level.

Wednesday, March 30, 2016

Started Campaign Writing


Continued to add features to the campaign code; an event can now be keyed to a set of terrain features, rather than just one or any. Also, some event flags are set programmatically; this allows events and resolutions to depend on skills, items, and so on.

Also started assembling the campaign writing itself! Lots still to do.

Tuesday, March 29, 2016

Markets

Spent all day working on the stores and markets. They work now, but like much of the game, they could use a lot of sprucing up.

Monday, March 28, 2016

Today I added the rewards mechanic, allowing campaign events and battles to result in acquiring cash, items, and spells. The amount of cash is a bell-shaped randomization based on how far into the game you've progressed. The chance of finding an item can also be based on such progress (or automatic for certain situations). I also started on markets/stores, but that's still a work in progress.

Friday, March 25, 2016


Hard at work on the campaign "skeleton" - the code that the meat of the campaign will hang off of. The various mission types added earlier this week can now be results of your choices in a given scenario, as can starting locations, weather conditions, and daytime/nighttime. Events can set flags which effect which random events are available later. Each event can be available only in certain provinces. And so on.

Thursday, March 24, 2016

Bit of a grab-bag of a day's work:
  • Added a button that displays a direction&distance pointer to the current objective (if any), and scrolls to that objective when clicked.
  • Fixed re-spawning enemies to keep incrementing their name count (e.g. "Fell Boar 3" instead of "Fell Boar 2 2").
  • Added a "surrender" button to instantly lose a battle. ...Should probably add a "confirm" step to that process, lol...
  • Added a rule that you can always "hear" the closest enemy if your only objective is to kill the enemies and there aren't any currently detected.
  • Fixed a number of minor bugs.

Wednesday, March 23, 2016

Added today: Some missions require you to escape from endless enemies. Here we're headed for the escape zone in the top-right whilst a new Boggin has just spawned from the cave to the left.

Tuesday, March 22, 2016

Mission Objectives

Adding mission objectives. Here we see a chest and some captives to liberate.

Monday, March 21, 2016

Mist Dancer

Updated fog levels to remain foggy over time. Added shield ogres, fell fox riders, 3 types of bandits, and mist dancers. The latter unit is very dangerous and hides in a misty cloud whereever it goes:

Friday, March 18, 2016

They people have spoken, and they want fonts! I've replaced all the fonts (not baked into textures) in Glade Raid with book-of-Kells inspired versions. Sample after the break!

Thursday, March 17, 2016

Steam Greenlight!

And it's up on Steam Greenlight, just in time for St. Patrick's Day! Please come vote!


Glade Raid on Steam Greenlight!

Wednesday, March 16, 2016

Screenshots!

Screenshots!

Greenlight Trailer


Game Description

Glade Raid is a simultaneous-turn-based tactical fantasy RPG, with a dynamic narrative featuring many difficult choices on a journey over a randomized campaign map.