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HOF Studios

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A member registered Feb 15, 2016 · View creator page β†’

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thanks for the bug reports!

The path not drawing is logged (and really weird) but we haven't been able to reproduce it locally for some reason. I think there is some detail I'm missing. Is it happening on every mission or only on the tutorial?

I actually meant to fix the tutorial options issue but it slipped my mind so I will log it.

The UI scaling changes definitely still need some work before they are final. We'll make some adjustments and push an update but probably not until next week unless someone finds some game breaking bugs.

What's your screen resolution? I've had reports of that before (but usually only on the tutorial) and haven't been able to reproduce it for some reason.

I'll update the version. Yet another thing haha

Thanks! I forgot to mention that the save data got reset anyway so you have to start over. I'll add that to the DevLog.

I just haven't sent the email yet. I like to have a little bit of burn in first to make sure there are no problems (like forgetting the save data was reset). I'll send it tomorrow.

Sorry about the delay. there were a lot of bugs to fix (i still didn't get them all) that kept me busy over the weekend. It's playable enough to release today so I pushed the button!

The Build 42 update is now live and actually I think we have anticipated your request to make the weapon more visible as that is a major part of the HUD redesign we have in this build.

As for the other idea to show the hit percentage of potential moves, i am somewhat opposed for a few reasons:

  • agree with @FroBodine that it's a little gamey as you couldn't do it in "real life" (though I hate saying that because this is a game after all haha) 
  • Also, what if there are multiple enemies on screen? do i show the change for each of them? It feels like too much information. 

I'll keep thinking about the "spirit" of the request though: make it more clear if I am making a mistake by moving here. 

it's not clear to be how to get to the "browse" page for the tool that you show above. 

I really like this idea and added the tools to my project. this is a good resource for beginning devs to see what things are actually being used to build games. Keep it up!

I'm actually wrapping up details on the last few changes right now! Sorry, this took a bit longer but I got a little ambitious and decided to redo the HUD again. Here's a preview. I'm going to do the build here shortly and then do some playtesting to make sure all is well. If I don't run into anything major I'll push it out to itch.


thanks for the heads up. I have been keeping an eye on that but will add it to my list to go make some notes. I like to see what the other games are doing for sure.

Their team is much larger than ours though so I doubt we will be able to approach their level of polish. I heard they have 20+ people and we have 1 full timer and a few contractors LOL. I bet they will be able to come close to x-com 2 but probably will fall short on content. 

Nice! We'll fix that in the next build LOL.

I hate to tell you but it looks like we are resetting save data in the next build since we are changing all the items and rebalancing the game a good bit. Hopefully that's not discouraging since you've played a lot!

Merchants should be on the map. I'll log it as a bug.

I just mean the map screen. 

i logged a bug for this behavior. Thanks!

I’m glad you are enjoying it. Keep making suggestions and pointing out problems. It’s still a work in progress so that’s what we want!

hmm, I haven't seen that myself or heard anyone else mention it but I will see if we can reproduce it!

Was it on the tutorial mission? did it happen on any other missions. any additional details you can think of that might help? 

thanks for the question! We may change it to work that way at some point but for now, the numbers open the command menu and SPACE executes that command. It should be marked next to the button in the same font/color as the other tooltips.

the icons must be appearing in a tooltip themselves if they don't have a tooltip. on the sub navigation screen, you can click on a character and then view their inventory and the tooltips should appear there.

hey! thanks for the question. you should be able to sell stuff now at the merchants. Maybe there is a bug but the items should appear in the "sell" list and you can scroll it to see everything.

We also have the "base" funds which you can now add when doing an objective loadout (if you have any funds at least). We are still working on a few more ways for you to spend money in the base. Buying subs, buy/sell equipment (merchant) and hiring more permanent team members are the working ideas for right now.

ha! i haven't seen that one yet so will definitely log it. Thanks!

yeah bug. I thought we fixed that one but I will log it again. 

Actually just added a way to end the mission if all enemies are dead. If you try it, let me know if it worked and what you think!

https://hofstudios.itch.io/doe/devlog/31650/build-41-update

I made an update to add a close button and a hot key. if you try it, let me know what you think.

https://hofstudios.itch.io/doe/devlog/31650/build-41-update

I have also been thinking about that. With all the loot scattered around you now have to search almost 100% to get it all so that makes sense.

I'll add a cancel button and hot key to all the action input boxes in the next build. Good suggestion.

It's been pointed out by someone else that the background is too dim and I actually went back and played the old "demo" version this weekend and noted that the game was much "brighter" then so I will also try raising the overall ambient light level on missions. 

Glad you mentioned the level generation. I still see some bugs occasionally so if the level doesn't load you may have to force quit and restart. I'm also occasionally seeing 2 rooms spawn on top of each other which does weird things to pathfinding. We'll definitely get those problems solved in the next build. 

(Edited 2 times)

hey thanks for the post, but not sure i totally understand. this change is definitely somewhat experimental and i fully expect that it will need some polish before being acceptable. I have to start somewhere!

So your turn starts and it "auto targets" an enemy.

You want to move (I guess?) instead, so you are clicking the minimap?

You should just be able to click anywhere walkable and the path should start drawing. Is that not working (or not happening?)

Let me know if i don't have this right.

I am ok with adding some kind of cancel button (or hotkey) to get this behavior also. 

Voices are back in 40.6 so no worries

Though it's interesting the number of people who thought it was NOT good and complained about it. maybe I listened to the wrong people!

Created a new topic Release Plan and Open Bugs
(Edited 7 times)

We'll try to keep this post updated with the latest release roadmap 

Release Plan
Release Date is looking like May/June 2018 July 2018 (have to avoid Steam summer sale) right now and will include these items:

  • Tutorial - the entire starting experience will change prior to launch Updated in Build 41 but more work will be done here based on feedback
  • Mission Types - currently have Find Loot, Escape, Eliminate Hostiles. Plan is to add Defend Area, Disarm Stuff (reactors, bombs), Lone Wolf, Facility Defense, Find Key and maybe a few more.
  • Character β€œPlot Lines” and Story Elements - this isn't in the game yet but we are working on some cool ideas. More soon in a blog post.
  • Random Encounters - all the encounter scripts in the game currently are placeholder. Expect more of everything and most encounters won't be skippable. We are adding some new more specialized encounter types like Hospital (find medical items), Power Production (if a power plant goes nuclear it might change the environment), Farm and a few more. 
  • Weapon Effects - adding laser, plasma and poison weapons and distinct death animations for each
  • More Items - we want to add around 20 more equippable items Added in Build 42
  • Sound Design - working on adding more ambient sounds and improving the voice over. We haven't decided if the VO will be in the final product yet either!
  • Character Classes - Expect a few changes here as we are working on 2 additional player classes and 4 enemy classes that can be unlocked. It's also looking like we will be removing the "Saboteur" class due to the Stealth system not being fully implemented Added in Build 42
  • "Step Out and Fire" mechanic when behind walls. also walls should provide some cover (at least on corners). Added in Build 42
  • Improve Procedural Level generation addressed in Build 41 and love to hear feedback
  • Improve User Experience - this was mostly addressed in Build 41
  • Balancing - i think the beginning is balanced right but difficulty doesn't ramp up enough in each new area yet

Things we'd like to do but may not have time
(but might be in a content update)

  • GamePad support - I originally planned to have this at launch but it looks questionable at best for now, so it will definitely be top priority post launch
  • Localization - I know a lot of you would like to see this at launch also but it's going to be tough to get it in from a technical perspective as we just don't have all the encounter and dialog text "set" yet so we can't really start working on this until then
  • Stealth system - the current game has line of site and some stats that use it but the UI to make them more transparent to players just isn't there. This probably means the Saboteur class will be removed also.
  • Bleeding System - we've talked about this one a few times on the DevLog but decided adding another major system at this point is a bad idea.
  • Bigger Bosses - there are quite a few "bosses" that you can face in later missions within each area and we had imagined amping some of these up but probably won't have time to implement them
  • More Enemies - we actually have another enemy "faction" planned but won't be able to get them implemented in time.
  • Melee
  • Base Building
  • Sub Battles - we'd like to do more with the subs but there's just not time!

Known Bugs

We're maintaining a Trello board with all known bugs and you are welcome to take a look!

Found something we don't have listed? Submit a Bug Report here!

(Edited 1 time)

thanks for the report. A few bugs were reported on this build and I will get a fix out this week. Was at the Game Developer's Conference in San Francisco all week so have been a little slow to working on it and maybe the build was slightly rushed. Sorry about that!

I'm going to add the voices back in this week and will price out getting a few more voices added. It was suggested that we use more "bark"-like  voice clips that correspond to the type of action.

Thanks for the feedback! I always appreciate your input. 

I'm not sure why the tutorial is still giving you trouble but that's frustrating (for me and you haha). Are you clicking through the dialog rather quickly? I've seen things get thrown off then and am planning to fix that at some point (but haven't yet obviously). You should possibly be able to zoom the camera out and complete the tutorial in that case i think.

The mission maps are definitely going to be a point of emphasis in a future build. I have a few ideas for improving choosing objectives and navigating the maps that I will be working on soon. Glad to hear your take as it helps a lot to understand what's not working and/or confusing.

Time Units vs Actions.... Squad based vs Initiative System.... Inventory management.... base building.... these are tricky debates. Every game designer has to make choices when designing their game, and I think to some degree it just comes down to preference. I really enjoyed playing the original X-Com games back in the day, but the simple elegance of the XCOM:EU action and inventory system really impressed me.  I also  am doing most of the work myself on the game so I have to make some trade offs to be able to actually complete it :) which is the main reason I haven't attempted base building, crafting, more complex inventory management, etc. I'm hoping I can get the other stuff right enough to make the game enjoyable. Sorry if I am somewhat failing at this! But I'm trying!

I'll check out Enemy - this is the first time I've heard of it and it looks kind of weird and interesting.

Thanks for the post!

I actually notice the same thing and like the voices as well, but I have gotten a few negative comments on the voice acting over the course of the First Access. Unfortunately, I don't have a lot of budget to be able to redo the current voices and/or add more voices to the game. We've been wanting to add the text dialog for a while and I do have writers that are contributing to the project who were excited to work on that aspect. 

We have on our list to improve the ambient sounds in the game. Perhaps we should do this first before making the final determination on the voices?

I'll definitely try to see why overwatch is slower than other actions.

Yes, customizing team members will return at some point. There wasn't an obvious place for it since I was just assigning random recruits now rather than using the "store" but I think this is a solvable problem.

Hiring the merc is only required for the tutorial (first objective). It just needs 3 characters in order to work correctly. We'll probably upgrade it at some point and change that but for now it kind of needs to be that way for new people.

I did not get time to test extending the loot pick up radius yet but it's definitely on the list.

I got the Kill Shot bug fixed in Build 40. 

The delays should be shorter I think. I also have it set to "auto end" the level if all enemies are dead and all loot is picked up (including enemy drops).

I did not get a chance to figure out the auto critical issue. It's buried in the cover system and I didn't have the time to dig into it yet. Definitely will be resolved and probably in the nest build.

The disappearing characters are also a mystery. I'm hoping it's due to another bug i fixed but I'll try to reproduce it some more when I get some time.

Just pushed out Build 40. I think we got this one resolved or at least we made some progress. Love to hear both of your feedback!

Cool! Thanks again for the post.

It should work when the sniper has the enemy flanked. If the shot UI says "Cover 0" then it should be a crit. I noticed the "Critical" message isn't showing up and have that one logged but I'll log that the skill might not be working also and check it out.

Having your save file might be good to help track down that character disappearing bug but I'll try reproducing it 
Save data files will start with "DOE_SaveData" and generally reside in folder: 
OSX: ~/Library/Application Support/HOF Studios/Depth of Extinction/
Windows: %userprofile%\AppData\Local\Packages\Depth of Extinction\LocalState\
Linux: {home}/unity3d/HOF Studios/Depth of Extinction/

I balanced all the enemies (and weapons) down (weaker) a few builds ago because the feedback I received was that the game was too hard. I'll take a look at the data soon as we'll be doing another balance pass. It's good anecdotally to hear that you thought it should ramp up more quickly in Zone 2. It's a tough balancing act because when you hit the wall the team generally gets wiped and I wanted to reduce that initial friction for sure. 

Thanks for posting! glad you are enjoying the game. We aren't maintaining a known issues post anywhere but I am thinking about how that could be handled. I've been considering making the "Bugs" trello board public and posting a link but it has a LOT of stuff on there that wouldn't be interesting to players (Like tech bugs or really rare edge cases we've seen like once). Plus a lot of "bugs" fall under "weird quirks of the game we aren't explaining well" :D

We're definitely going to look into shortening the delays that have been reported. A delay was added between turns loooooong ago because it seemed like there were times when things happened too fast but now maybe we can remove them? or at least try it? I'm open to that.

The shotgun def falls under the "quirks" category from above. A shotgun weapon only does max damage from 1-2 tiles away, and then scales down to half damage depending on the distance. 

The Kill Shot skill not triggering sounds like a bug and I'll log it!

So here's the "big stuff" that needs to be done before we launch the game on Steam (most likely in May)

  • Finish the "base"
  • the "bleeding" system
  • finish the weapon effects
  • add additional mission scenarios (like challenge missions) and dialog

Once we are done with that then I'll consider ideas like these to "personalize" the characters more but I will be very careful about adding features that would require new character art for now to keep costs down. I have several concepts for unique story characters (as this was in the original scope) but the reality of the cost of creating the art made me take them out. My personal wish list for characters (if there is time):

  • More hair styles (we can probably take your suggestion for making some unlockable)
  • Customize hair color
  • Customize skin tones
  • Choice of class equipment (like the bandanna for wildcat) 
  • Make all enemy armor available for male and female characters (currently they are only male but we are almost done with this)