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Devlog #117: Experimenting with overwatch

My main goal right now with Shardpunk development is to make sure that I, well, finish creating the game. That means adding more assets, characters, enemies, and levels. Basically creating more content based on the existing game mechanics.

At least that's how it looks like in theory - because the truth is that new game mechanics (or changes to existing ones) are still being added by me from time to time. I am aware that such behavior results in scope creep; on the other hand, occasionally trying out something different can result in making the game even more fun, right?

One of the most frequent feedback I got from players playing the demo was that the multi-overwatch action of the sniper character is pretty fun, due to the possibility of killing multiple enemies in one turn.

So I tinkered with game rules a little to see what would happen if any character would be able to perform a "multi-overwatch" thing, similar to the rules that the "Gears Tactics" game introduced. Basically, when a character enters overwatch, the number of unspent Action Points would translate to the number of overwatch charges. So if a character does not perform any movement their turn and just enters overwatch, they'll have two overwatch charges available (assuming that the weapon's heat will allow for that, of course).



This worked pretty well. The player can now decide whether to move more or to spend their points on more firepower. And the original "multi-overwatch" skill of the sniper has been altered so that it simply grants even more overwatch charges:



As usual, a single change brought a number of related gameplay changes that I had to introduce to keep the game balanced. The most important change is that attacks are no longer ending the character's turn - meaning that it's not a problem for a character to shoot first, and then move. Or shoot twice.



Now, such behavior was already possible in Shardpunk, but only for revolver weapons. The other types (shotguns, heavy, sniper) were only meant to shoot once per turn in most of the cases. Well, that's gone now.

With this increased amount of attacks per turn that players can take, I've also increased the number of enemies. I've played through several test missions so far, and I do like these experimental changes; I'm pretty sure they will make it to the final game, as they're allowing the player to wipe out a large number of vermin pretty quickly, which always sounds like a good idea.

Other than that, I played with the robotic characters more as well. They now move with the same speed as human characters and I've allowed them to search for loot, which will open up new strategies. I gotta test these changes first though. They make sense, but even I am not sure whether they won't destroy the game's balance. Who would have thought that making - and balancing - a game is that much work, eh?



That's it for today's entry. Take care!

Devlog #116: the new demo

Howdy!

There's been a separate piece of news about it on Steam already, but here I am to inform you that the latest demo of Shardpunk is available for you to play. I hope that you will have a blast playing it.

I'm posting a few gifs from my gameplay session as well.

Take care!





Updated Demo and Brand New Trailer

Hey everyone!

We've got some news for you today!

First of all, our demo has been updated, and here's a brief list of the most notable features:

  • Improved visuals and animations
  • New character type: Medic
  • New character type: Support Automaton
  • New enemy type: Poison Mortar Rat


We've also prepared a brand new trailer. Check it out!
[previewyoutube][/previewyoutube]


We can't wait for you to play the new demo! Make sure to share any concerns and feedback on the forums, or our official Discord.

Devlog #115: working on a new demo

Man, things really started to suck in this part of world. Yet again, my piece of advice regarding indie game development I gave on Reddit the other day ("there's never a good time to start - just go") has proven to be true.

There's war at the other side of the border; more than 1 million migrants from Ukraine have come to Poland so far, and basically everyone is involved in helping them, in one way or the other.

As if the pandemic was not enough. Damn.

In the midst of all that, I am working on preparing a new demo of Shardpunk. I can't say too much about the release date, but the fact is that the QA process has already started.

Besides that, I'm working on adding the third automaton type to the game - a combat unit. I'm gonna write more about it after it's done, and for now grab these gifs.

Take care everyone.



Live Development of Turn-Based Tactical RPG Shardpunk: Verminfall

Join Slawek on Tuesday, 8 March, at 10 AM PST / 1 PM EST / 6 PM GMT / 7 PM CET to see him work on Shardpunk: Verminfall and share his design approach when it comes to making a turn-based tactical RPG.

The live stream will be available on Twitch, YouTube, and our Steam card.