- Grid Creeps Patch 5 - 14 January 2020
Hey there, I wasn't expecting to release a patch this soon after the last one, but the difference this change makes is worth a Patch all its own. The AI has been fixed and optimized, improving the middle/late Game experience. The late Game had an imperfection in the AI logic that is hard to explain; the simple answer is that to find its way the AI switches between methods of pathfinding but would get stuck on one of them. It would have trouble finding its way after running into a barrier. When there were a bunch of Creeps, turrets firing and things were crazy it wasn't easy to see- some Creeps might never have found their way to the HQ if left unchecked though. As the Game progresses there are more Creeps per Wave, so more Creeps finding their way around the mountains. This would slow the Game down as you progressed up in Levels, making the mid-late Game slow during attacks- even on goo…
- Grid Creeps Patch 4 - 10 January 2020
Hey folks, there's a new Patch out! The Holidays slowed me down, but I'm back to getting things done. The Patch adds 23 Achievements. You will find a list of them below. If you have any Saves you can get some of the Achievements by Loading one of them, but you won't be able to get all of them this way, you will need to start a New Game to get the rest. The Upgrade 'All' Button used to only appear when selecting a Wall. It is now working for everything that you can Upgrade. I have been wanting to add this for a while, it was time consuming, but it's one more feature I can check off the list. Hopefully this will save you some time when you're building many Towers at once. I've added 5 stats on the Main Menu- Red, Green, Blue and Yellow Creep Kills along with Total Kills. From here on out you'll be able to keep track of your Kills. In the future there will be a dedicated Section that track…
- Progress Report 5 - 3 January 2020
Hey folks, I thought I should give an update. Happy-New-Decade! I got a bit distracted by the Holidays and took a few Days off- it had been a while, I've been at this for a long time and not taken a proper break since before initial Release. The Achievements are taking a little bit longer than expected as well. The implementation is pretty easy but the Art is taking longer than I thought they would. There are going to be 23 Achievements as of this Progress Report. It's kind of funny, I thought it would be the other way around- that the Art would be easy but the code side be tricky, but that's life I guess. The Achievements Patch is coming in the next few Days. In making the Achievements I got to thinking about Stat tracking. It might be neat to know how many Creeps you've killed throughout all your Games, or how many of each Tower/Building you've built in all. There could potentially be…
- Grid Creeps Patch 3 - 28 December 2019
Time for Update number 3! Happy Holidays! While the changelog is not long, there is one big feature that has been added with this Update- the High Score system. When selecting which map you want to play on you can see the Highest Wave you've gotten to for each Difficulty. You will need to start new Games in order for it to record your scores though, Save Games from before this update won't count, though you can still play them. *For clarification- this is only pre-Patch Saves, you can Save/Load Post-Patch Saves and they'll still count toward the High Score as they should. The Steam API is also now working with the Game. You should be able to use Steam normally while in Game. This is the first step to adding achievements which I hope to get working with the next Update. Achievements and the new Tutorial are the big Goals for the next Update. the Tutorial has been halfway done since last…
- Grid Creeps Patch 2 - 21 December 2019
Hello again Folks, It’s time for another Patch! I have been very busy improving the Game over the last couple Weeks. I have still been primarily addressing feedback and trying to get the HUD to a more finalized state and it has been some work! Quite a bit more than I thought actually- partly because I made more changes that I was originally planning, but also because HUD work is time consuming. Seeing other people play and the feedback I got highlighted how the HUD had some problems and information in some places was vague, hard to read, in need of a background, or in some cases misleading; I saw how, in being the developer, there are things that are obvious to me (because I made the Game), but aren’t obvious to other people. I thought a lot about how I could make important information more plain to see and straight-forward to access, how I could make the game more intuitive and easier…
- Progress Report 4 - 7 December 2019
Hey folks, the Release has been a bit overwhelming, but not too much so- I’m pretty satisfied with how things are going- I really needed some feedback, I got some, and now the Game is improving. My best work has been collaborative projects and I really want to know what you think needs work, or balanced differently so please let me know. That’s the one thing I can’t get too much of- feedback! What’s been going on since Release? I'm excited to have released the first decent Patch a few days ago which fix a lot of small things and greatly improve the HUD. I’ve been compiling a list based on your feedback and addressing it. There are still things to do, the primary focus is general improvements based on your feedback right now. The HUD was pretty bland before, and the HUD background was too transparent- transparency is adjustable now. the HUD took up too much space, some buttons didn’t mat…
- Mini-Patch 2 v 0.04.39 - 6 December 2019
I realized that the Game Over section of the screen turns White- I had to add a bit of code to the HUD to make the transparency adjustable and missed the Game Over background. This is fixed now. I thought it was important that Players be able to read the Game Over screen. I guess I need to let the Games I play finish more often! That's how I caught it- I admit, I do play a lot myself. Thanks for your support folks! I'll be releasing another Progress Report soon.
- Grid Creeps Patch 1 - 4 December 2019
It's been a week, and I have been busy. I have the first regular patch, which addresses many issues. A lot of improvements have been made and bugs addressed. I've gotten some good feedback and hope that this Update reflects that. I haven't addressed everything I want to based on the feedback I've gotten, but I hope you'll agree, there are some big improvements! Read the change log below to see the biggest changes this week- -Major HUD changes. Compare the first and second screenshot to see the update. -HUD Buttons have been Updated to match the style of the Game. The Buttons should be easier to read and just plain look better. -The HUD background Opacity was too transparent, making it hard to read text sometimes. An Option has been added that allows you to choose your own level of transparency any time. -The 'Wave:', 'Gold:' and Gold 'Income' Information Text (Largest Text) has been mad…
- Mini-Patch 1 (v.0.03.37) - 28 November 2019
This bug was reported earlier today by a Player. -If a Tower, Mine, or Wall that was Selected got Destroyed the Upgrade/Target Priority Buttons wouldn't disappear. The code used the selected object's ID (an arbitrary number assigned by the game) but since it didn't exist anymore due to it having been destroyed the Game got mad and rage-quit. Now the buttons know they are suppose to go away when the tower does so the Game will remain happy and won't rage-quit on you anymore. If you find a bug that causes the game to crash then a grey box will pop up, gives an error and bits of code. If you can get the information to me through a screenshot or copy/pasting I will try to fix it immediately. -There is a known issue when alt-tabbing. you will get an error box like the game is crashing but there will be an option to ignore- do just that, it doesn't cause any problems. This minor bug has to do…
- Grid Creeps Released! - 28 November 2019
Grid Creeps has been Released! Build up your Base and Defend your Headquarters from ever more numerous and powerful Creeps! The next 3 to 6 Months will be spent putting together an Online Leaderboard so that Players can compare how far they got with each other. An Editor is in the works so that you can craft your own Levels. Support for more OS/Devices is also on the Horizon. There are other smaller additions and improvements to come. First and foremost, with the first patch within a week or two a Local Leaderboard will be added to keep track of the furthest you have gotten on each Level, but this version will only compare to people who play on the system that has the game installed on it- the online Leaderboard is quite a bit more work, but it is at the top of my to-do list once the basic Local version is completed. Expect more Levels, a wider variety of music, more Creep types, includ…
- Progress Report 3 - 19 November 2019
Hey folks, I'm going to keep this one short for the same reason I'm a bit late on this last update before Release- it's crunch time and I need to devote as much time to finalizing the Game as possible, hopefully my grammar isn't too bad. There was a short time that I was afraid I might have to post-pone the release for a few days so I could finalize some things, but I got lucky and the things that I thought were going to push off the release date fell into place. So here's the quick and dirty of it. Targeting Priority The system is totally finished and implemented. This was a feature I didn't think would make it into Early Access, so this is a great bonus! You can prioritize by: 1. Target Highest Hitpoints 2. Target Lowest Hitpoints 3. Target Closest to Me (tower that is being assigned) 4. Target Furthest from me (tower that is being assigned) 5. Target Closest to Headquarters 6. Target…
- Progress Report 2 - 31 October 2019
Time for the next update! I meant to get this out a couple of days ago but I had an unexpected side job helping convert a Bathtub into a walk in shower for a family member with failing Health- remodeling has been my profession for the past decade, a passionless endeavor that doesn’t challenge my brain in a rewarding way; I hope to replace this with Game Design, with this Game being my first foray after a decade of Game Development as a hobby. The job has delayed the progress report a bit but it is complete and I have been hard at work catching up to get this out ASAP. Despite the unexpected Job I have made more progress than expected on the Game itself. See below! HUD Background The HUD background has been updated. The new background makes it easier to see the Game behind the the HUD while also serving its purpose of making it easier to read text. I hope you will also agree that it matc…
- Progress Report 1 - 15 October 2019
Alright folks, time for the first update! It’s been a busy past 2 weeks since the Announcement, so let’s get to it!... The Tutorial- This has been the primary focus of the last 2 weeks. On announcing Grid Creeps the Tutorial was just a slide show with a lot of text, but it has now been replaced with an interactive walkthrough that has much less to read. The new Tutorial guides the player through first explaining the information presented on the HUD before walking the Player through the process of building a simple Base without the hassle of an impending attack. When the Tutorial is over the Player gains full Control of the Game and you can play it out as you normally would. Naturally, Tutorial Mode is set on Easy. This part of the Game has been a Challenge, but it is almost complete! Grid Creeps Guide- This next Update will focus on explaining the Game’s details, which will include a vi…