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Vivaladev

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A member registered Feb 19, 2021 · View creator page →

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I published a new video dev log about my indie strategy game Virtualord:

In this episode:

  • first tutorial mission
  • new dynamic camera
  • new scene elements
  • my experience at the PLAY festival
  • plans for next release

New month new dev log for my turn-based strategy game Virtualord!

Last month, development focused on creating the first tutorial map for the PLAY festival and on the changes and improvements I was able to make after seeing so many people try the game.

I'm now working on the second tutorial map, which will make the demo 50% complete. I hope to release a new alpha version at the end of this month.

You can read the full dev log here on itch.io

The other week I showcased Virtualord at "PLAY, the games festival" , which is the biggest event dedicated to board games and RPGs in Italy.


I brought there the first version of my demo, where you can only play the tutorial of the first mission and yet many people completed it and decided to keep playing the second mission which was not fully implemented yet!

Some guys played for almost an hour, which is amazing if you consider there were hundreds of booths and thousands of things to see there. Some members of the staff played it too, which gave me more than a smile.

Overall it's been the first little validation for my project and even if I know there's still a lot to do and everything could happen, I went back home with my motivation high.

I also published an extended post with more details and pics you can find here.

(1 edit)

I have published a new dev log that covers all news and changes from the previous month.

The main new features introduced during the month of April are:

  • a new alpha ROADMAP, as something came up and I had to change my initial plans...
  • a new tutorial that guides you during a first playable mission 
  • new and improved unit actions

plus other new features and minor fixes that will be included in the next build available in a couple of weeks.

You can find the full version on the itchio project page as usual, but to give you a quick preview this is a screenshot from the new tutorial:


New dev log of my TBS game Virtualord  showcasing all new features and changes of the latest alpha build 0.6.0 like:

  • new UI
  • research & tech tree
  • new rendering
  • 2 new languages (French & German)

and much more...

You can watch it here:

New month, new dev log for my TBS game Virtualord!


The main new features introduced during the month of February are:

  • a new resource to manage: research points
  • a tech tree where you can spend research points to unlock upgrades
  • 12 new mission goals
  • a new explosive loot box

plus other new features and minor fixes that will be included in the next build available in a couple of weeks.

You can find the full version here on the itchio project page as usual, but to give you a quick preview this is a mockup of the latest version of the tech tree:


New month new dev-log!

During last month I  released version 0.5.0 for testing, which is the alpha build that introduces more new features and fixes since the reboot of this project.

You can check out the full update on itchio, but keep reading for a quick preview.

Main new features and changes are:

  • Upgrading units and structures
  • Multi language support and 2 new languages (Italian and Spanish)
  • New structure: city
  • Warning messages for units

Plus several other new features  and changes that you can find in detail in the full article.

Yeah, a lot of work for sure, also because I am a solo developer.

It's not really a puzzle game, it's a "classic" turn based strategy game, but no need to be sorry. I guess without a trailer or a public demo it's not easy to get everything yet, hopefully I will improve this soon.

Yesterday I released version 0.5.0 of Virtualord, which also means now I can update the icon of this thread to 50%!

I also published a new dev-log video presenting all new features in this release:

If interested, you can join the alpha testing on Discord.

(1 edit)

New month new dev-log!

During past month I not only released version 0.4.0 for testing, but I also continued the development for next version (0.5.0).

You can check out the full update on itchio, but keep reading for a quick preview.

Main new features and changes are:

Tower defense mechanics completed

Now there are towers that attack enemies automatically at the beginning of each turn and mini units that you can send to a destination target.


Weapons and shot modes

Now units and structures can use different weapons and there are 3 different types of shot you can choose when attacking an enemy.

New tutorial look & feel

New design for all  tutorial panels, which makes them easier to easier to spot on screen.


Plus several other new features  and changes that you can find in detail in the full article.

Merry Christmas from me and all the factions in the Virtualord universe.

They confirmed me there will be a 2 days Christmas truce to celebrate, to rest and to feast together.

Today I released a new alpha version of Virtualord, which also means I can update the icon of this thread to 40%!

I also published a new dev-log video presenting all the new features in this release:

If interested, you can join the alpha testing on Discord.

I worked hard during the month of November, even if I couldn't manage to finish everything for the release of the next alpha build. That's going to be ready in a week or 2, so expect a new post soon.

The 3 main updates from this past month of work are:

Tower defense mechanics (WIP)
The main new feature of the next alpha release, it's not finished yet, but I already implemented 2 units and 1 structure that can spawn mini units. You won't be able to control them, but it is possible to assign them a destination target where they will go autonomously at the beginning of your turn.

New planet map
Planets now have less missions (down to 9 from 12) and it's possible to conquer one by winning only 4 missions (it was 6 before).

Self destruction
You can blow up your units and structures up to damage everything surrounding them, Kamikaze style.

You can check out the full update on itchio where you will also find other news and details about some other minor changes.

I am going to post a new major update on all the progress I made in November in a day or 2, but in the meanwhile I wanted to share with you that I joined Bluesky, which I am planning to use as my main "short text social network" from now on.

If you are on Bluesky you can follow me here and I'll be happy to follow other indiedevs back of course.

My Turn Based Strategy game "Virtualord, The Virtual Conqueror" has now a well defined roadmap that will give a clear direction to the development until the 1.0 release planned for next year (2026).

ALPHA ROADMAP

Here you can find the "main features roadmap" of the alpha stage of development, where the game can't be considered finished or fully playable and many design and graphic elements are not final yet.

My internal roadmap is more detailed than this one and it has many more entries, but this should give you an idea of what I am doing at the moment and what I will be doing in the upcoming months.

Based on this roadmap, my plan is to release a new alpha build every month and at the moment it looks achievable if I keep working at the pace I had over the past 6 weeks as you can see in this simple chart that tracks the days I have been working on the game code:


basically I have been working on Virtualord every single day for the past 30 days and I will keep doing that as this is my full time job at the moment.

JOIN THE ALPHA TESTING

If you want to contribute to shaping the game design and main features of Virtualord you are welcome to join the alpha testing. To do that you simply need to join our Discord server where you will find a Linux and a Windows build and a dedicated channel to discuss them.

(1 edit)

today I published a video dev log on Youtube that shows all the new features and changes in the latest release of Virtualord in under 2:30 minutes.


P.S.

this is the first video I record in 4 years, so don't expect a professional youtuber as I know it's very far from perfect. :P
 

Alpha testing of version 0.3.0 has now started.

To try Virtualord out join the Discord server of the game where you will find a Linux and a Windows build (both hosted on itchio).

(17 edits)

Virtualord is a new Turn Based Strategy game that resumes and continues my former project called Virtueror, an RTS game some of you might recall because of my devlog here.

I restarted the development after almost 2 years of stop and as you might imagine, things have changed a bit since my last update.
The main reason behind the change of genre is that my vision for this game suits better a turn based system, but I also realized that a polished RTS would have taken me forever to make.
The name change is mostly because I wanted to break with the past, but also because many complained that "Virtueror" was hard/weird to pronounce.

Current status

Virtualord is currently in alpha. Latest version is 0.6.0.

You can join the alpha testing on Discord, where you will find a new Linux and Windows build every month.

Wishlist & Follow


Also available on

Screenshots

These are some screenshots of the latest versions.

0.6.0




Main updates

I published a new dev log where I talk about how the community and the start of the closed alpha are shaping the development.
I am also presenting all the new features implemented during the month of January. The main ones are:

  • Audio support for music and sound effects
  • GUI Tooltips
  • New structures: radar tower and trees

There's also a lot of minor updates, but check out the post for more details.

This dev log is also available on Steam in case you prefer to follow game updates there.

Perfect thanks.

What kind of license is offered for this package? I can't find any info here on itchio.

Hi, is this the same package (same files) sold on the Unity Store?

I am happy to announce that the first alpha build of Virtueror is now available for testing!

To be part of the alpha testing you can join the Discord server of the game, where you will get access to a Windows and a Linux build.

People who will take part in alpha testing and will provide useful feedback will be rewarded with a Discord role and mentioned in credits.

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Virtueror: The Virtual Conqueror

Welcome to the devlog of Virtueror: The Virtual Conqueror, a Real Time Strategy game with RPG and 4X elements I am developing on my own.

The project is still in early stage, but I am going to release a first alpha build soon. If you want to try it out and take part in a very open / community-driven development make sure to join the Discord server of the game as that's where all the alpha testing will take place. 

I am going to use this dev log for all kind of news related to the project during the development, so keep an eye on it if you like it.

WISHLIST & FOLLOW

The game will also be available on Steam, so if you use that gaming platform you can wishlist and follow it too.


Obviously the game has also a page on itchio, that you can add to your collections to track my progress.

SCREENSHOTS

UPDATES

MAIN UPDATES

It's March and I published a new dev log here on itchio that describes the progress I made during the month of February.

The main news is the creation of a map editor, even if for now it's at a very early stage and its features are extremely limited...


The editor will be fully integrated with the game, so everyone will be able to use it to create new maps.

Other changes involve the addition of a new unit, new in-game UI elements, more work on some RPG features of the units and a few of other minor changes. You can read the full details in the dev log.

Feel free to post your comments or any question here or in the dev log page.

Thanks, it's always been a (planned) key concept of this game. I hope to develop it further and to show you more soon.

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As pre-announced in my latest dev log, I am pondering if using procedural generation for the maps of Virtueror or not. I also asked to the people in the Discord server of the game what they think about it.


Click on the image to see the options, then feel free to join us on Discord or to comment here if you want to express your opinion.

Now that I can post again I can reassure you that the development of this game was put on hold last summer because of several personal reasons, but it has restarted last December and it's now proceeding at full speed!

I wrote a blog post about what happened and after that I also posted a dev log for December 2021 and one for January 2022.

This should be enough for catching up with the development.

From now on I will use this forum for minor updates, but make sure to follow me on itch.io and to add Virtueror to a collection to get notified of the next dev logs.

Thad did it, thank you!

Thanks, it worked!

Hi, would it be possible to re-enable this topic in devlogs?

I had to put the development of my game on hold for a few months, but now I restarted to work on it and I would like to post minor updates in this forum.

No big deal if it isn't possible, I'll just create a new one, but I thought to ask before doing that.

Despite the slow period, I have been working on some new features recently.

Now defensive towers are fully working and they start to shoot at enemies as soon as one is in range.

Another new feature is that when objects are hit they emit small particles.
Keep in mind that GIF compression is not really making justice to the animation, but I promise things look better in game.

Currently I am working on some improvements for the in-game UI, in particular I am focusing on the actions panel that allows to control units and structures.
I will post more as soon as I finish with that.

You probably know this already, but... indie development is hard, especially if you have a day job.

Recently I have been struggling to do much in terms of development and marketing and as result in the last 3 weeks I did less than what I used to do in a week the previous month.
The main difference is that this month I didn't have any day off from work and I also had to put some extra hours into my day job because of a deadline.
That, combined with temperatures up to 35C/95F for many days, kept me too tired to do anything relevant.

At least things are looking better now.
I spent the whole weekend working on 2 new features (that I am going to show you soon) and I took 1 day off per week (starting from this one) for the rest of the month.

I also put up a poll in my game Discord server to ask if people wanted to try the game as it is now or in 4-6 weeks to have a better experience in terms of gameplay.

Not everybody voted yet, but it's clear what people prefer and that's what I am going to do.

If you want to follow my progress from close and if you would like to influence the development of Virtueror, you can join my Discord server too.

Hey Winfield, great, I'll check it out later today.

Thank you

I have posted a new roundup update that covers all the news and all the progress from the month of June.

You can check it out in the game dev log and feel free to post any comment there or even here if you prefer!

Hey Paul thanks!

I am not looking for one yet, but I will in the future.

I am going to check out your website later. Before I do that, can you point me to any track that maybe could suit my game? (in terms of genre or vibe/mood)

I have recently introduced a new building in Virtueror: a radar startion.


After you conquer it, you have to connect it to your base to activate it. That's a core mechanic of Virtueror as I have already shown you when I explained how resource mining works.

In the future it will also be possible to build it with your units and to expand its range with upgrades.

If you want to find out more about this game check out its itchio page.

The itch.io page of Virtueror is now live and I hope you'll like it... ;-)

From now on I will use the blog of the page for all major updates, but I will keep posting minor updates here now and then.

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I am happy to announce that Virtueror is now on Steam!


I would appreciate any feedback you might have on my page and I hope you will wishlish and follow it if you like what you see.  Wink

I have also managed to bump the completion tag to 20% thanks to the latest effort in development. I will probably show you something new in my next post.
Obviously there's still a lot to do and I know well it will not be easy, but I am excited for the progress so far.  Smiley

The itchio page will be live very soon as well. I just need a bit of time to check everything is fine and to make it public.

I had to change it to "Draft" as that was the only easy way to share the link with a few people on Discord.

Before doing that I tested things more with a friend and I found out that it works as expected if you enable the option "download key can be claimed", but you get the 404 error page if you don't.

I just created a new page for my project and I set its visibility to "restricted" as I want to show it to a few people before going public.

I followed the documentation and I created a download key URL, but when people try to use it and click on the "Game page" link:

All they get is a "404 not found" error page with a frog.

Everything works fine if I set a password to view the page.

Is there any way to give access to my game's page without setting a password?

Reading the documentation it seems that should be possible, but I can't get it working.