Ground Breakers’s 0.8 Progress Update – Battle Finish

In the year 2014 we ran out of money and our indiegogo campaign failed miserably so we have to take our full time job seriously (to avoid starving).

But we quit our full time job once again to did this and get pretty far if you ask me.

Here are thing that we did for last few months:

– We added height for our battle, now melee unit can’t attack unit stand on the high enough square if it stand on low square. And Ranged unit will have increased miss chance for uphill battle also. But move to higher square will cost you more move points so its fair.

– We replace the battle ground graphic, just check out our latest screenshots and see how sweet it is 🙂

– All map events are finished with some placeholder graphic

– We now have map skill. In a campaign if enemy attack you, and you have upgraded your tech enough, you could use map skill, which does little at normal case but help tremendously if the timing is right. Like summon a mechanical yeti to throw snow ball at anyone trying to use skill, or a Sand Worm that attack a group of squares.

Each map will have 3 skills for 3 floor so 5×3 = 15, plenty to get used to :).

Here is the progress in number:
– Single match core mechanism: 99% (just need some quick adjustment)
– Map Design: 100% (40% from last update)
– Chip system:
+ Core: 80% (need some more interesting mechanic
+ GUI: 0% (95% from last update, we decided to remake the GUI)
– Craft system:
+ Core: 100%
+ GUI: 90% (Will need better art)
– Multiplay: 50% (Barely playable, hard to maintenance with many update in Single play)
– Campaign: 20% (10% from last update, we have set up the foundation for Random events in campaign)
– Effects for single play: 90% (It may stay that way for a long time)
– Animations for single play: 90% (It may stay that way for a long time)

Total Progress: 65%

What’s Next?

  • Short Tutorial Campaign
  • Chip system
  • Multiplay
  • Campaign

Ground Breakers’s 0.8.1 Progress Update – Tutorial Campaign

Previously we use some kind of situational tutorial which force open a tutorial whenever new elements introduced to player. And it seems to interrupt player’s flow. So we came up with a short tutorial campaign which require players to play through first before they have access to main menu. Of course they can still skip the tutorial and access it later in the main menu.

We are using place holder avatars of character from another game so we can’t post a screenshot here, but it use a dialog system which have a text box in the middle and 2 characters in 2 sides. You get the idea.

The leveling for robot ingame has changed. Your robot will now level up much faster so they could use all of their skill to provide richer experiences.

We also add miss chance for robot whom attack an enemy stand higher so the terrain advantage is bigger. Get to the hill!

Blue Arrow and Wingenal is remodeled.

Here is the progress in number:

  • Single match core mechanism: 100% (99% from the last update)
  • Map Design: 100%
  • Chip system:
    • Core: 80% (need some more interesting mechanic
    • GUI: 50% (0% from the last update)
  • Craft system:
    • Core: 100%
    • GUI: 90% (Will need better art)
  • Multiplay: 50% (Barely playable, hard to maintenance with many update in Single play)
  • Campaign: 20% (10% from last update, we have set up the foundation for Random events in campaign)
  • Effects for single play: 90% (It may stay that way for a long time)
  • Animations for single play: 90% (It may stay that way for a long time)
  • Tutorial: 100% (Remake)

Total Progress: 70%

What’s Next?

  • Chip system GUI Finish
  • Multiplay
  • Campaign
  • Worlmap Remodelling
  • Difficulty

Groundbreakers is released on Steam Early Access

 

Storepage: Store.steampowered.com

Why Early Access?

“We believe in the wisdom of the crowds. We also believe a game should suits the taste of many people as possible. So we created a game with many ways to growth, and need your help to point the best direction. It could focus heavily on online competitive battles or deep, re-playable campaigns with multiple aspects of war or a units collection type of game.

The early access is also a way for us to keep moving forward steadily. That does not mean we will stop developing if we didn’t receive enough support. This is our dream game and we have been devoted to it for more than a year so we will just find a way to finish it preferably with you involved.”
Approximately how long will this game be in Early Access?
“3 months for finishing what we are pending but actually it’s totally depend on your feedback.

There is one thing you could be sure about, we will try to deliver each new feature with no game-stopping bug.”

How is the full version planned to differ from the Early Access version?

“We plan on staying until we got the single-player campaign right, everything polished and we will release it as a full version. And even after release, we will just keep adding feature until the game got its recognition!”

What is the current state of the Early Access version?

“The current game focuses heavily on multi-players battles and optimizing your army so those parts are already polished.

The single-player campaign on the other hand still lack content and we intent to create a dynamic stories so each time you play, not only the world map is different, the stories, major events, the characters, allies, enemies is also new.

Here is the list:
Single match core mechanism: 100%
Map Design: 100%
Chip system: 100%
Craft system: 100% (but we have some interesting idea to upgrade this)
Multi-players: 90% (fully functional for normal battle, some play modes are not available yet)
Campaign: 40% (Need more dynamic events)

Will the game be priced differently during and after Early Access?

“We plan to change the price depend on how many new content and features we developed. But that number wont be large.”

How are you planning on involving the Community in your development process?

“As we already said: We believe in the wisdom of the crowds. We will ask you for new unit ideas, new battleground ideas, new chips ideas, and ultimately, new features to enhance whichever experience you enjoy the most. It’s all about experience. You tell us which make you feel good and we try to deliver it.”

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The development will continue as usual except we will have to update builds frequently