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KickStarter Hidden Pass. A Tactical Turn-Based RPG with elements of 4X Strategy in a Technomagic world - Kickstarter on May 7th

LostQuest

GG Studio
Developer
Joined
Mar 31, 2023
Messages
14
Location
Germany
Greetings, Friends!

Hidden Pass is developing by leaps and bounds. February was all about polishing the visuals of the Global map and working on the demo.

Global map.

In general, we have finished conceptualizing the global map. It is going to have two distinct states: default and the Eruption. Each of those states has its distinct features based on the player's successes and failures.



The non-stop rivalry between you, The Player, and The Gates is the basis of Hidden Pass. You will have to deal with sporadic wormholes and tears in reality while you cruise through Elyrium Belt, a very unstable space itself. While your main goal remains and you have to endure the hardships to fulfill your orders. Numerous encounters and the need for expansion are inevitable on your way. Your successes are tied to the power growth of The Gate. The stronger they are, the more the space is warped and more unstable.


Thus, you can tell the power of the Gate by looking at your surroundings both in default and Erupted states. In these trying times of Eruption your faction will face massive challenges, so try to hold back the Gate as much as possible. As a wanderer, you feel when the Eruption is going to happen, so prepare yourself!

Combat​

The rework of the combat is almost done and we are on the finish line to releasing the April Demo. The only question is how much can we implement before the Turn-Based Fest (4-8 April). Right now, we have a more compact and more appealing map ready.



Now our focus is shifted to the player’s movement during combat in the game. As we previously said in DevDiaries, the main idea is that you have to be able to reach every part on the map.Now one can easily move between the map layers. Previously, only flying units had the opportunity to reach the heights of layer 3, now we have added terrain pieces that allow you to reach previously unavailable places. For example, Elyrium Updrafts will launch you from layer 1 to the tops of small Eolites on layer 3.



Thanks to the compactness of the map, you can jump into action right from the get go! No more unnecessary steps to reach your enemy. Sling your spells, let your weapons sing!

Push became an important part of combat. Many spells and abilities (explosions, for example) will now push units in different directions. And if they collide with an obstacle, they take damage based on the power of the collision and the nature of the obstacle itself. For example, your face had a chance encounter with a boulder? Not a big deal. But if you face planted in Elyrium crystal, the damage is the least of your problems and now you will have to cure Elyrium poisoning.



Flight is still in the game, but now it is not free, as it used to be. Characters equipped with Jetpacks will have the option to fly by filling the Elyrium Madness gauge.

Speaking of the devil, Elysium Madness has reached its final shape. If you fill this gauge to the max, you are as good as dead in several turns. The number of those turns is based on the character's Intelect. To save this unit - simply finish this combat before he dies. It’s a good strategy, in general. Besides, Madness grants you temporal boost to your damage before you are no more. Channel your most hard hitting spells, finish combat before you seize to exist and repeat!



GG

Thanks for reading our February DevDiary! We hope you found them interesting.
If you have any questions or would like to share your thoughts, feel free to leave your comments on our Discord or X (ex-Twitter).

Visit our Website and you can follow us on Steam.

P.S. Don't forget that we're planning to launch a Kickstarter campaign in May 2024, so you can sign up on our Kickstarter page.
 

Baron Tahn

Scholar
Joined
Aug 1, 2018
Messages
280
Why does everything have to be so purple? I can handle radiation green grass and snow blindness white but can we all just lay off the purple?
 

LostQuest

GG Studio
Developer
Joined
Mar 31, 2023
Messages
14
Location
Germany
Why does everything have to be so purple? I can handle radiation green grass and snow blindness white but can we all just lay off the purple?
Definitely we are decreasing the purple colour. For example on the screen we have purple fog. It will be completely demolished:

Map.png


So, it would be something like this one:
Automatons.png


And intensiveness of purple will be lowered. We received this feedback about too bright purple.

A huge update is coming in the beginning of April.
 

LostQuest

GG Studio
Developer
Joined
Mar 31, 2023
Messages
14
Location
Germany
Greetings, Friends!

This is March DevDiaries.
March flew by almost instantly while working on the demo version of the game. And now it is ready. Yes, there are still many mechanics that have not been added, such as pushing and throwing, but the game has already changed significantly. And we begin to actively show it and receive responses.

7.png


Mark April 4th on your calendars! It’s “Turn-Based Thursday Fest”! We are happy to announce that we are taking part in this festival and will probably be streaming our game during the festival. Don't miss it - the start is scheduled for Thursday April 4th. The festival will be available via the link on Steam.

An important point - since we are entering a period when the game will already be available (demo version on Steam), we want to slightly change the format of our diaries and now each individual diary will be a showcase of one specific game mechanic, which will be described in more detail. Plus we will describe its influence on the gameplay and interaction with other important elements of the game.

We wanted to end this format of diaries on a positive note and show in large strokes what we managed to do this month:

- We finished the visuals of the map - we tightened up the skybox, worked on the visual effects of the clouds and generally dimmed the brightness of the colors, especially purple.


- We completed the reinforcements during the battle. Now, when dropping an automaton, the player not only chooses a specific location, but will also deal damage to the enemy if he drops it from the air right next to the enemy.


-A lot of work has been done to refine the abilities of all units, as well as visual effects for them. It was truly a difficult task, but now they work correctly and look presentable.


-We worked on optimization. Now the demo does not freeze and does not have a large drop in FPS on computers with medium specs. Yes, there is still some work to be done, but the result is already good.


-The balance has been completely reworked and tested many times. A huge amount of work, which is absolutely necessary for a turn-based game like ours.


GG
Thanks for reading our March DevDiary! The last in this format. We hope you found them interesting.
If you have any questions or would like to share your thoughts, feel free to leave your comments on our Discord or X (ex-Twitter).

Visit our Website and you can follow us on Steam.

P.S. Don't forget that we're planning to launch a Kickstarter campaign in May 2024, so you can sign up on our Kickstarter page.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
11,953
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Combatfag: Gold box / Pathfinder
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