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summitfever

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A member registered Feb 15, 2019 · View creator page →

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Hey there! Whoa, ok let me run through these one at a time :)

  1. Done! I find the sudden disappearing during reload a bit jarring, but probably because I'm just so used to it always being there. Generally I think it's a good idea and I'll tweak it further as needed.
  2. I'll see about changing it so that hitting instead of killing a friendly unit gives a sound cue. This would also help resolve the issue where a wounded unit who dies long after being hit by a friendly unit will cry "traitor" but it's not really clear why.
  3. Done! I essentially made it so that friendly fire works the same way as cover, where there is a 'safe zone' for nearby friendly units.
  4. Although I haven't ruled it out, I don't currently have plans to add movement collision (though I've been playing a little more with pathfinding, so who's to say). As for cover, each cover object (sandbag, tree stump, rock, etc) has a cover value (actually two, but we'll say one for argument's sake). For instance the big rock might be 100% while the tree stump is say 50%. On top of that, weapons have varying cover penetration values, which increase with unit rank. So rank 0 rifle infantry might have 0% cover penetration while rank 3 sniper might have 50% cover penetration (which would reduce the big rock cover value to 50%). I don't remember the exact numbers, so I'm just guessing on the values above. I plan to address some of those mechanics in the next tutorial, but it might also be helpful to have an info overlay so the player could see those numbers if needed.
  5. I think you might be seeing the icon that indicates which unit is being trained, in this case rifle infantry. That being said, I would like to add crated weapon powerups at some point.
  6. Grabby Mode does indeed need some work. I will probably make the icon context-sensitive as you mention so it's more clear what you can do with it.
  7. Idle and victory animations are on the to-do list.
  8. You can do Ctrl + R to force restart a mission any time, with the downside being that it doesn't save stats or progress towards unit upgrades.
  9. I've been meaning to hide the cursor when placing items, as the regular cursor sometimes gets in my way too.
  10. I went through a lot of fonts and settled on that one, but yeah, that weird period placement bothers me too. I may try some other options.
  11. I think what you're seeing is the effect of wind on bullets :)  There is an indicator up in the top centre that shows the wind speed and direction, but probably I could make this more obvious.
  12. The upper-right most sticky note is for powerups that are unlocked throughout a campaign (presently ammo/medical/dino drop).
  13. Units are indeed a little too eager to destroy buildings. I'd like to put some work into this so that the AI can capture buildings as well.
  14. On the to-do list :)
  15. Good catch! That is certainly a bug.
  16. You're probably right. I have the rate at which ability points are earned scale based on unit but not for rank during a mission. 
  17. Snipers are "immune" to (causing) friendly fire :)  It is a unique perk of theirs.
  18. I agree. Investigating that is on the list, but it's a ways down.
  19. Probably a good call. I think I also still need to ensure they don't place mines next to their own buildings that eventually end up destroying them.
  20. I think I removed that option so that it only shows up if you've earned a new point. I should probably re-add it, especially since I introduced the option to re-spec skills.
  21. I've thought of a couple solutions that will fix this in most but not all cases (eg. either team's units & buildings can be placed anywhere on the map), but I should probably just implement one of those fixes so that facing is at least usually right.
  22. That one's very interesting. Data is stored in separate files for each campaign, but it's possible something in-game carried over. I'll have to check that one out. Ability unlocks need a bit of a rework in general, as they don't update dynamically when a new ability is selected (or deselected)
  23. That's also a strange one. What is your display's resolution? I might just be missing it as an option.
  24. Hm.. I'm actually having a hard time remembering what the special weapon was in that level! I guess I'm due for another playthrough of the Beta campaign. As for night missions, there may be something in the works in that area, but no guarantees ;)
  25. I will look into that. Quick Battle currently behaves like loading a map from the Map Editor.
  26. Do you mean that the team that normally starts on the left would start on the right, and vice versa? You can currently join either teach (right-click to join second team), so swapping starting positions might not be necessary...
  27. This bug should be fixed (again) in the next build. As per #13, I hope to make AI a little more proactive about flags.
  28. Map Editor definitely still needs some work. I'll look into those. Thanks!
  29. Campaign Editor is probably in need of even more work :)  The text system could definitely stand to be a little more powerful. I'll add that to the list.

You bet, Game Maker is pretty well optimized for 2D games like this. I've tried a few times to move towards Unity but it always feels so cumbersome. 

I'd love to do larger maps, but it would indeed be hard to fit everything on one screen (less so with 4K+). Something like that may come along down the line, after the 1.0 release.

Prisoners are fairly new to the game. I mostly made them for a specific mission in the "There Will Be Ink" campaign. I'll see about expanding their functionality though.

Yes, please that map along and I'd be happy to take a look. I'd be curious to check out any other maps/campaigns you wanted to share as well. Please send along to hi@summitfevergames.com . I've also created a (so far pretty lonely) Discord server, if you're into that sort of thing.

Thanks again for all your thorough feedback. It's incredibly helpful and very much appreciated!

(1 edit)

Hey there! Thanks so much for all the thorough feedback and for the kind words. I played Battlezone back in the day and Infested Planet and hadn't actively thought of them in some time. It's funny that some of those ideas must have been hiding out in my mind and then found their way into There Will Be Ink's design.

The game is very much still in development. Things have slowed down a bit lately (I had to take ft job in addition to part time jobs, darn pandemic), but I've never felt more devoted to or enthusiastic about the project. Lately I've been working through the next 8 missions (Act II) of the main campaign, adding tanks, new terrain, new badges and stats, and working on a full revamp of the stat system to make it more dynamic, scalable, and maintainable. More on all that in the next game update and dev log.

As for your feedback, thanks again very much for that. Some of the items are already on the to-do list, while others I hadn't previously thought about or are possibly already in the game. Here are some responses:

  • Game sounds: Things do need fleshing out, and many of those are on the to-do list, but some I hadn't thought about. Thanks!
  • Art: Adding sprint and roll animations are on the to-do list as well. I'll look into the blood pool, and good call on the animation speeds (and maybe additional water effects for wading).
  • I think the idea for AI units going for resupply was that they crawl away to a safer distance and then stand up, but I'll have another look at that and revise as needed. AI can roll, but only units of rank 2 and up as I recall (rank going from 0 to 4). I think they will only roll when moving to cover or when dodging rockets, but having them dodge bullets makes sense too. Rank 3 and 4 will also run when going to resupply.
  • I'll see about having the HQ icons expand in size when a player enters the building. I can turn zoom on for that too, sure. Tooltip scaling is on the to-do list as well. There is sort of a spectator mode right now, with the inspired name of "Grabby Mode" (Alt on keyboard, Select on gamepad). It essentially relinquishes control and replaces the cursor with a little hand, which you can use to take control of any (friendly) unit. Would you like to see something else in terms of a spectator mode? I have a rough kind of "free cam" mode that I use for trailers and such. I could perhaps polish that up and enable it in public builds.
  • I'm not quite finished with the tutorials yet. I'll likely add one more for "advanced tactics", but thank you for pointing out the gaps in the existing tutorial missions. You can also use medics to stop bleeding (if they are available), either by direct control or by calling for a medic ('M' on keyboard, d-pad down on gamepad).
  • "An explanation in the tutorial about special weapon boxes and why nothing happens when you walk over them as the basic rifleman would be helpful too...". Hm, which special weapon boxes do you mean? The ammo crates should work for all units, but there is no effect if you have full ammo.
  • For friendly fire, there are I believe three custom death sounds ("Gaw, I'm on your team!", "Traitor!", and "Aw why'd ya do it?") for if a player-controlled unit kills a friendly unit. Maybe I could add something for just hitting a friendly unit. The aiming cone also turns red when there is a friendly unit in your line of fire.
  • Good call on having units in a standing state when exiting the HQ
  • I see what you mean about the left-click/A to join, but I'll probably leave that in place. The idea is that, for local coop games, I'd like for any player to be able to take control, essentially taking turns when there are fewer units than players. But, now that I think about it, I could probably set it to automatically take control with kbm if there are no gamepads connected.
  • Haha, yeah I ran into that bug recently myself. I don't think I'll hotfix it at this point but instead just put the fix in the next update. In most games other than countdown missions, when victory/defeat is reached it's because there are no more units left on one side. Fixing the bug you mentioned should eliminate the need of relinquishing control except in those countdown missions. I'll still probably leave things as-is, in part because I'd like to add something like an "unsportsmanlike" badge for when a player kills a unit after the battle is over. (Badges are turned off by default in single player because some badges don't make sense in a single player context, but they can be turned on from the options menu if you want to see what they're about. I plan to rework the badge system to include single-player specific badges and have them on by default in the future).

Thanks again for the thoughtful feedback and for playing the game!

Hey there. Thanks very much! I'm glad you enjoyed it. I have much more yet to add.

AZERTY support is now live, as per this devlog post.

Update: I've added "Keyboard Layout" to the options page, with AZERTY as an option. It will be present in the next release. Thanks!

Hey there!
Thanks for the feedback. Oh yes, I can imagine that would be pretty tricky. I'll add that to the to-do list and update this thread once keymapping has been implemented. The game also supports gamepads in case that is an option for you in the meantime.
Cheers,
Brodie

0.5.0.2 Hotfix, now live

  • Bug fix: Fixed crash bug on Tutorial 3 when Barracks is activated
  • Bug fix: Removed debug text ('0') from top left of battlefield

Thanks for doing this.
https://summitfever.itch.io/there-will-be-ink

Hey There!

I've just released a major update for my game, There Will Be Ink, a difficult, tactical action game for 1-8 players in which stick figure armies battle it out on a lined paper notebook, just like you used to draw in class instead of paying attention! 



The update includes a new video tour, units, missions, abilities, AI, prisoners, wound system, tutorial, sounds, stats, badges, terrain, and a lot more! There is an itch dev log post with full details here, but if you just want to see what the game looks like in action, check out this new video:

This is a solo project, and any and all feedback is welcome. For those who use Twitter who may be interested in the game, I'm holding giveaway right now that you can check out here

Cheers!

Brodie

Beta 4.3.1 Hotfix, live now:

  • Bug fix: Fixed crash bug when going to Barracks page from pause menu
  • Bug fix: Fixed bug where player couldn't advance to next mission after failing if battle was previously won (gamepad only)
  • Bug fix: Fixed bug where trees were drawn over notes on Tutorial missions
  • Bug fix: Fixed bug where trees/units/etc could be drawn over background (including punch holes)
  • Game now displays 'player join' GUI items for all 8 player slots at start of battle

Hey there!



There Will Be Ink is a tactical action game that takes place on a notebook. Just out is a new update (Beta 4.2) featuring a new flamethrower unit, new music, friendly fire, and much more! In addition to that, TWBI is 30% off now until Monday, March 30th. Itch.io purchases include a Steam key, why not!

I hope everyone is staying healthy and safe out there!

Hey there, thanks for the feedback! There was previously a free build available, but that is no longer the case as the game has progressed much and the old build was no longer representative of the game. I've just updated the game description to avoid future confusion about that (thanks for the heads up). I may yet make another demo version of the game, but if so it won't likely be until version 1.0 or later, as the game is still undergoing changes. One option might be to purchase the Steam version and return it if it's not what you're looking for, though be sure to follow Steam's refund guidelines if you take that route. (itch's return process looks to be a little more involved: https://itch.io/docs/legal/terms#refunds ).
Cheerio!

Thanks! It is a pretty good time, though I miiight be a little biased.

Ahoy there!
There Will Be Ink is now in beta and is available exclusively here on itch (and coming to Steam). TWBI is a difficult, tactical action game for 1-4 players in which battles between stick figure drawings come to life. Check out a short gameplay video from the latest build here:

A summary of new features can be found in the latest devlog post.

Features:

  • Fast-paced action gameplay with strategic elements
  • Take control of any friendly unit on the battlefield
  • Unlock new recruit types as you play, including assault infantry, snipers, medics, RPG troops, heavy machine gunners, and engineers
  • Full featured map editor – lay out a battlefield and jump straight into the action
  • Join a battle in progress for 4 player local co-op or vs. gameplay
  • Navigate dynamic battlefields, wading across rivers, taking cover behind trees, rocks, sandbags, and craters left behind in the chaos
  • Compensate for weather effects like rain, wind, and smoke rising from burning buildings and trees
  • Earn training credits, even when a battle is lost, to assign new abilities to your troops

Get an extra 15% off right now for the itch summer sale!


Hello there!

I've released a new build for There Will Be Ink, a difficult, tactical shooter for 1-4 players. Play solo or with friends in battles between stick figure armies drawn on a paper notepad, just like you used to draw in class instead of paying attention!

Check out the game in action:

The new build includes some needed polish and accessibility, new music & sound, a new unit (Engineer), a new weapon (shotgun), building damage, airstrikes, and new unlockable abilities. 

A devlog with more details can be found here.

Game Features:

  • Fast-paced action gameplay with strategic elements
  • Take control of any friendly unit on the battlefield
  • Unlock new recruit types as you play, including assault infantry, snipers, medics, RPG troops, heavy machine gunners, and engineers
  • Full featured map editor – lay out a battlefield and jump straight into the action
  • Join a battle in progress for 4 player local co-op or vs. modes
  • Navigate dynamic battlefields, wading across rivers, taking cover behind trees, rocks, sandbags, and craters left behind in the chaos
  • Compensate for weather effects like rain, wind, and smoke rising from burning buildings and trees
  • Earn training credits, even when a battle is lost, to assign new abilities to your troops

The latest build can be downloaded here on itch.io.

Constructive feedback is greatly appreciated. Thanks!

Hello there!

There Will Be Ink is a tactical action game for 1-4 players. Play solo or with friends in 4 player battles between stick figure armies on a paper notepad, just like you used to draw in class instead of paying attention! Here is a short trailer showing some gameplay:

Features:

  • Fast-paced action gameplay with tactical elements
  • Unlock new recruit types as you play, including assault infantry, snipers, medics, RPG troops, and heavy machine gunners
  • Full featured map editor – lay out a battlefield and jump straight into the action
  • Join a battle in progress for 4 player local co-op or vs. modes (requires XBOX gamepad or x360ce)
  • Navigate dynamic battlefields, wading across rivers and taking cover behind trees, rocks, sandbags, and craters left behind in the chaos
  • Compensate for environmental effects like rain, wind, and smoke rising from burning buildings and trees
  • Earn training credits to assign new abilities to your troops

An early build of the game can be downloaded for free, right here on itch.io: https://summitfever.itch.io/there-will-be-ink

There Will Be Ink is in active development and it is my first game, so any constructive feedback is greatly appreciated.

Thanks!