Showing posts with label Tuesdays. Show all posts
Showing posts with label Tuesdays. Show all posts

Tuesday, November 15, 2011

Hero Tower Defense Tuesday: Day 14 - HTD Release Date! Armor & New HTD Day Too!



Go here to read the Day 13 of Hero Tower Defense Tuesdays.

Today I'd like to officially announce HTD's release date, which some of you may already know about. Then I'll discuss some thoughts on the armor in the game and HTD's day change.

First, I would like to announce that we've decided to shoot for a HTD release date of late December. Keep in mind this will be like version 0.1. In other words, it'll just have some of the core mechanics and other things for you to play around with. We like to release the games when they are very early in development in order to give you guys as many chances as possible to participate in helping us make the game. This also helps us to gather feedback every step of the way. So I hope everyone is looking forward to it as much as we are!


Now onto the armor. I just want to clarify that I'll be talking about armor specifically, not accessories like rings or trinkets or weapons. We'll definitely have those as well but that'll be a different post.

Armor will certainly play a large role in HTD. After all, everyone likes gearing up their characters with new armor, acquiring new loot, and sometimes even just collecting sets. We intend to have a lot of armor in the game of all types. It won't all be available right from the start of course but we'll be trying to add some every update.

As I mentioned before there will be various types of armor but they'll generally fall into light, medium, and heavy categories. However, everyone will be able to wear them, it's just a matter of what stats you end up getting from the armor. Generally the defense values of these armors will correlate to their type, i.e. lighter armors have lower defense and heavier armors have higher defense.

There will certainly be more stats than just defense on armors. Since everyone is able to wear the armors, and your class being dynamic to how you spend your skill points, it means you can have classes like a monk who might wear cloth and a battlemage who might wear plate. So not all cloth will be geared towards casters and not all plate will be geared towards warriors.

Here's a list what we have in mind for the armor pieces the characters will have:
  • Helm
  • Shoulders
  • Chest/Arms
  • Gloves
  • Legs
  • Boots
Most (if not all) of these pieces will change cosmetically on your character as well. We know some people like having the option of disabling the helm graphic but still having it equipped so we'll have that for sure.

Here's a cool sketch from Kevin showing his concept of the Human Male in Cloth Armor:

Human Male in Cloth Armor Concept

You can find more behind-the-scenes HTD art work on Kevin's blog, KXN @ HTD, check it out!


Now about the HTD day change. Sam was posting the PTD post later in the week at first but recently has been posting it on Monday because it works out better with his current scheduling of the weekly PTD update. Having the PTD post on Monday then immediately having the HTD post on Tuesday squishes things together. To remedy the problem we're going to change things a bit and have the PTD post on Monday and the HTD post on Thursday to have a better spread on the blog. We already have this HTD post for this week so the next one will be on Thursday of next week.

So on that note I give you, HTD Thursdays! :P

All feedback is welcome and encouraged! You guys are a lot of help so be sure to let us know of any suggestions or ideas you have in the comments and thanks for all your help thus far!

-Dan

Tuesday, November 8, 2011

Hero Tower Defense Tuesday: Day 13 - Maps



Go here to read the Day 12 of Hero Tower Defense Tuesdays.


In this post I want to go over some ideas regarding different types of maps in HTD.

I've mentioned before that HTD will have both defense and offense when it comes to gameplay. Some maps will be full defense like traditional TD games while other maps are offense. There will probably be some with mix of both to varius degrees. There will also be the usual waves made up of different types of enemies but also bosses that you have to move your characters around in order to attack and avoid certain attacks. Another fun way to beat maps is to require you to survive for a certain amount of time or require you to solve a puzzle-type problem. It'd also be cool for some maps to have multiple options available for completing it or having things you could trigger. For example have you destroy some support for a bunch of rocks and they cause one of the enemy paths to be blocked, etc.

All of the things mentioned above allow us to have a lot of flexibility for making some cool maps in HTD. When I play a game I always like having some variety so things don't get so repetitive and this allows us to do that. The maps will probably vary in size as well with larger ones not fitting on the whole screen when you are viewing it at 100%. However, there will be controls for you to zoom in and how to get a better idea of what's happening on the majority of the map. Some maps might even require you to split up your party in order to cover multiple areas of the same map instead of having them all in the same general spot and able to assist eachother.

With HTD being on a bit of a larger scale and having a more progressive nature the majority of the maps will probably be connected in some way, like having zones. For example, if you enter a cave it won't be just one map unless it's a very small cave. Instead it'll consist of multiple maps each one leading to another sending you further into the cave. There might even be some branching that takes affect in these caves so you would end up doing some exploring in the process.

I realize having maps set up like this can be a bit of hinderance when all you want to do is travel somewhere but we'll definitely have ways available to make traveling easier and more convenient. Think about it like an RPG in this instance. Traveling usually becomes easier as you become more powerful and acquire more money, mounts, and abilities.

On that note I'll leave you with an image that gives you an idea of what a finished map looks like:

A Finished Map

So let me know what you guys think in the comments and check out Kevin's blog, KXN @ HTD for more HTD artwork!

Note: As some of you have noticed, we are now looking to have the first playable version of HTD out by late December. Keep in mind this will be like version 0.1. In other words, it'll just have some of the core mechanics and other things for you to play around with. We like to release the games when they are very early in development in order to give you guys as many chances as possible to participate in helping us make the game and for us to gather feedback every step of the way. Thanks!

-Dan

Tuesday, November 1, 2011

Hero Tower Defense Tuesday: Day 12 - Pets



Go here to read the Day 11 of Hero Tower Defense Tuesdays.


For this update I want to discuss pets, specifically pet placement.

Right now having pets is still a concept as far as development goes but we're getting closer to the point where we'll need to have it figured out so it can be ready for programming and such. Since a lot of it is still up in the air it means any ideas and suggestions from you guys are even more helpful. As I mentioned above I'm only going to be talking about pet placement though. Not pets overall, we'll get into those details later. So let me throw out a few ideas to get things started and then see what you guys have to say in the comments.

First, let me clarify that I'm referring to active pets. Ones that attack, level up, have skills, etc. In other words, not the ones that just follow around behind you. We'll have those too most likely but they are much easier to implement for obvious reasons. Another thing is every character can essentially have a pet because it'll be a class skill and as I mentioned in another post your class is dynamic based on the skills you choose. So you could basically put one point into the pet skill and now have the ability to fight with a pet. Granted you'll need to invest a lot of points in the pet skill and probably other pet related skills to make your pet feasible as you level up. In other words, you can easily have a pet but if you don't invest many points in your pet skills it'll be rather lackluster.

Having pets in a TD game is a little tricky. For example, where do they go on the field? If you have them in the same location as your character would probably look a bit strange because they'd practically be on top of eachother. They could be beside you but then what happens if there is no available area around your character? For example you're a ranged character on a small island safe from melee but only enough room for your character, where does your pet go? Having it just show up at the nearest location probably wouldn't work too well and would be a hassle. It could be possible that if there's not enough room for your pet then it just wouldn't be out, which means you'll need to think a bit more about character location. However, this mostly applies to grounded pets. Flying pets can get away with a lot more but we need something that works for both unless we just go with the idea that flying pets are more versatile since they are in the air.

There's also the option of having the pet be manually placed just like a character. It doesn't have to hang around you perhaps but the disadvantage might be that certain pet skills that your character has might have limited range. So if your pet is on the other side of the map your pet buff might not reach it.

Another solution is to only have the pet appear when it's attacking. Almost like how a projectile from your character acts. I don't see this being a popular choice though because peope like seeing their pets around and it would mean the pet doesn't have health, take aggro, or protect one of your sides while fighting side by side with you.

And finally the last idea was to have the pets literally be characters. The first game that comes to mind where they had this is Dragon Age. Basically, the pet would be one of your 5 active characters that you have out on the field. This is a slightly different route than the other solutions. I wouldn't expect them to have armor and weapons really or maybe they'd just have equipment that doesn't display (we don't want to drive Kevin insane). Also they wouldn't be nearly as customizable as the other characters but they would have skills and such, maybe some skill points that can be assigned as they level up, etc. So think of them as just being more specific and less customizable characters. This might sound like they'd be lesser characters overall but I'd expect them to be quite strong, just more limited. You could maybe even have special combo moves that can only occur when you have certain pets together. For example, maybe you have one character and 4 wolf pets. Maybe you'd get a special passive skill called Pack Leader that gives all your units a nice buff. Just something like that perhaps.

Kevin has some new stuff on his blog, KXN @ HTD. He's always looking for comments on his work so be sure to stop by and let him know what you guys think about the HTD art. Here's a cool sketch Kevin did for uhh...something:

Creature Concept Sketch

Leave your feedback in the comments and let me know what option you like best or if you have your own idea be sure to let us know!

-Dan

Tuesday, October 25, 2011

Hero Tower Defense Tuesday: Day 11 - Melee & Behaviors



Welcome to Hero Tower Defense Tuesday!

HTD Logo WIP

Go here to read the Day 10 of Hero Tower Defense Tuesdays.


Time for another HTD update! This week I want to explain our thoughts on how melee characters might work and how enemy actions may vary.

Since HTD is a RPG/TD mix we want try taking mechanics from both genres when it comes to the placement of units and how they work in battle. Also don't forget that in HTD you'll have maps where you're attacking, defending, and some with a mix of both. We also plan to have set character (tower) placements but a lot of them. So while it won't be an open field you will have a bunch of option for placing your units. There will also likely be maps with more than one enemy path. All of these things play a role when it comes to the topics of this post so I wanted to give you all a quick refresher.

Now onto what we had in mind. In PTD the melee characters are basically just ranged characters but instead of a projectile covering the distance you have the character dashing up instead. For HTD we were thinking of having the melee characters just remain stationary in their spot and attack from there. However, they would most likely have a ranged weapon that they automatically switch to when an enemy is far away and some skills might be ranged themselves.

Since melee characters are strongest when they are in melee range having them in a spot that is off to the side of a path, like traditional tower defense, wouldn't be ideal because you would only cover a small area. Imagine a tower with a small radius on the side of the path, it's crappy unless it's in a nice corner or tight U-turn. So we were thinking of just having some placements directly on the enemy paths themselves. This way the melee characters get to be in the thick of battle where they should be while the ranged characters can be in safer areas.

You might asking yourself, "Wouldn't the enemies just walk right past him?" In Traditional TDs, yes, in HTD, no. You'll have skills like taunt that bring nearby enemies to you and keep them there for a time, you'll have skills that can temporarily immobilize enemies, you may also have a skill that acts like a hook that can pull a single target to within melee range from far away. And as I mentioned before there will be lots of locations for your characters so you can move him around a bit, whether it's to get close to an enemy or get out of trouble.

Another concept we want to try is to have enemies with different behaviours. You might see several enemies of the same type coming down a path but they won't all just be running for your base or whatever. Some might be aggressive and actually go after your characters and attack them, others might be defensive and go straight for you base while ignoring your attacks, and then there's always the option of having some with a mix. Perhaps they might run for your base at first but once they get low on health they start attacking your characters instead, etc.

This idea can be handled a few different ways. You can have all of one type of enemy (they would all look the same) with different behaviours which would take you by surprise. You can have different types of enemies with different behaviours so you can identify how they'll act just by looking at them. For example, a werewolf is an attacking unit that will go after your characters while a goblin might be a defensive unit that runs straight for your base. Another option is to have a mix, for example you have multiple dragon whelps coming that all look the same but some are larger than others or have some other slight distinction. The larger ones could be the ones that are aggressive while the smaller ones are defensive, etc.

For those you who haven't yet be sure to check out Kevin's blog, KXN @ HTD to get the latest on HTD art development! The female hair style poll has ended and the results are pleasing because there is nice diversity in the styles that won. Here's a nice update on the female progress with one of the winning hair styles that will be available at release:




Human Female

We'd like to hear what you guys think of these concepts and any ideas of your own that you might have. I've seen a lot of great suggestions from people in the past and all the feedback is very helpful so be sure to let us know what you think!

-Dan

Tuesday, October 18, 2011

Hero Tower Defense Tuesday: Day 10 - Story



Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!





Welcome to Hero Tower Defense Tuesday!


Sketch of logo


Go here to read the Day 9 of Hero Tower Defense Tuesdays.


Today let's talk about the story for a bit.

This area of the game is still rather open-ended and undetermined at this point, more so than most other aspects of the game. So I wanted to tell you guys a little bit about what we had in mind for HTD's story and single player and then get your feedback and suggestions on it.

Elements are a key part of the HTD world which I'm sure is rather clear at this point. We have 5 elements (Fire, Water, Nature, Light, and Shadow) each with their own advantages and disadvantages against eachother as well as their own physical and magical skills that specialize in categories like offense, defense, and utility. You also have a native element that gives you a bit more power with that element and you also gain combination elemental attacks when you make certain matches in the elemental trees. With that in mind it's pretty easy to say the elements should tie into the story and world rather heavily.

The game is of course based in a fantasy world so that opens up a lot of paths. That also means there is a lot to consider.. how much technology is there and how advanced is it? Is the current state of things peaceful or chaotic? Is there some major event currently taking place? etc. The same goes for your character and characters you meet in single player.. how old are you? Are you a king's son or a lowly peasant? Is there something unique about you or your family? Do you have some hidden past? etc. I personally don't like things being too cliche but it's a bit difficult to avoid because there's so much out there that people have already seen but, hey, we'll try.

We have some ideas in mind but without giving away too much I can say you'll be old enough that you're out on your own doing things like adventuring and exploring and whatnot. During single player you'll meet other characters that may join you, probably some from your past and some new. At least part of the story will be about you seeking out something related to your native element, perhaps how to master it so you can acquire greater skills with that element. During your quest there will probably be trials that test your skill with the elemental system. So there might be like a crazy shadow boss you have to fight or a water cavern you have to get through. While I wouldn't say there's a doomsday character who's out to destroy the world you'll definitely come across characters/creatures that are much stronger than you and are terrorizing that area or blocking your way.

So as you can see there's a lot up in the air story-wise. As I mentioned we have a several things in mind that are more solid but I don't want to give it all away. This is also mainly for single player. The multiplayer will continue the story to an extent but have a wider scope. We're interested in hearing what you guys would like to see though. Do you like the uber, evil, insane guy wanting to take over the world? The mysterious past that you gradually uncover? Perhaps just the idea of going out and discovering the unknown?

There will also be side quests and such as well that will probably be completely unrelated to the main story but that's why they're side quests right? I know we have some writers out there with ideas they'd like to share as well. Let us know what you have on your mind! But try to summarize it. ;)

Also don't forget to check out Kevin's blog, KXN @ HTD for all things art related to HTD! You'll find additional concept art, polls to help us decide on certain art aspects (currently which female hairstyles to start with), and he recently added a progress list. Here's a new WIP logo design Kevin made:

WIP HTD Logo

As always let us know what you think and leave your feedback in the comments, thanks!

-Dan