Latest Post

Tampilkan postingan dengan label Dan. Tampilkan semua postingan
Tampilkan postingan dengan label Dan. Tampilkan semua postingan

Hero Tower Defense Thursday: Day 19 - Happy Holidays! HTD Pre-Alpha v0.001 Release!

Written By Sidiq Martanto on Kamis, 22 Desember 2011 | 21.11


Go here to read Day 18 of Hero Tower Defense Thursday.



First off, Happy Holidays everyone! We'll all be taking a short break while we enjoy the holidays but we might jump in every now and then to answers comments and such. I hope you all have a good time during the next several days and get lots of cool stuff!

Speaking of getting cool stuff, we here at Sam & Dan Games would like to give you guys a small gift of our own; the first release of HTD! Yay! Now you may have noticed the title "Pre-Alpha v0.001." This is pretty accurate. In other words this is like the very beginnings of HTD's physical form. For those of you who haven't been following the HTD's posts you might play this be wonder where the rest is. We've done a lot of stuff but as with most big projects the inital stage of development takes a lot of time in order to build the foundation and set things up for everything else to follow. You guys have been very helpful in that process with giving us feedback and we plan to continue asking for it every step of the way. This early release being one of those steps.

This version is basically just a demo survival map with some basic, core functions of the game. You have to protect the character with no armor (we don't have armor done for them yet :P) for as long as you can. Eventually you'll get overrun but it's a good testing ground for trying things out as we continue to add stuff. There are no profiles, leveling up, choosing skills, or manually triggering skills but they'll be coming soon.

While there isn't much there right now, this is our starting point, and from now on we'll be releasing updates for HTD as often as we can. There's a lot to come and we'll be asking the community for ideas and suggestions on a regular basis. Everything from quest ideas to weapon concepts to level designs. We have plenty of our own ideas but it's not like we can think of everything and having you guys help out is a great resource. Kevin's blog, KXN @ HTD is one way you can voice your opinion on such things. He puts up art related polls and asks for feedback on stuff he's currently working on as well as answers questions you guys might have for him.

So play around with this early release, see what you think, and let us hear your feedback in the comments! Have fun and Happy Holidays!

-Dan


Hey guys! It's been a long time coming but we are finally at the release for Hero Tower Defense! I'm pretty much going to repeat most of what Dan said! The game is really early, but I hope you guys can see what is there and use your imagination to see where the game is going to go. Some small things that aren't mentioned is that you can use the arrow keys to move the map and the "-" and "+" to zoom in and out. I wanted to thank Kevin (our artist) for doing such a great job! Thanks pal! I also want to thank Dan for answering all the SnD Coin emails and for taking over the design of HTD! ;P My family and girlfriend (they probably won't read this) but I thank them for all the support, letting me spend all this time on the computer! Lastly I want to thank you guys for such a great year, I say this a lot but I always mean it that without you guys we wouldn't be here right now releasing this game. I hope you guys have a good Christmas and New Years. See you guys in 2012!
As always let us know what you think!
-Sam

Hero Tower Defense Thursday: Day 18 - Native Skills

Written By Sidiq Martanto on Kamis, 15 Desember 2011 | 20.19


Go here to read Day 17 of Hero Tower Defense Thursday.



Today I want to go over Native Skills (NS). I apologize in advance for all the abbreviations I'm about to use. :)

So what are NS? NS are skills that you start with and require no points. Each character will have one Native Elemental Skill (NES) and one Native Class Skill (NCS). There are 5 different NES, one for each elemental. The NES you end up with is determined by the character's native element. They are kind of like a racial traits but instead of being based on the character's race they are based on the character's native element instead. The NCS on the other hand is the same for every character. You'll see why in a moment.

All NES are ranged direct damage skills, there's no projectile and not based on your weapon, it just instantly hits. They all have a some sort of duration based effect (e.g. DoT, Buff, etc) and are stackable up to 5 times, each time increasing it's effects and renewing the duration. It's also worth noting that these skills can be used on allies as well. Also, NES are unique in that they are able to generate elemental charges around your character. These charges can be used various ways which I'll explain later.

Here's a list of the NES and how they are currently set up:

Fire: Sets your target on fire causing it to take continuous damage and increasing it's Fire Attunement

Water: Douses your target with water causing it to be continuously healed and increasing it's Water Attunement

Nature: Binds your target with nature causing it to be immobile for a moment then continuously healed as well as increasing it's Nature Attunement

Light: Empowers your target with light increasing it's Physical and Magical Power as well as increasing it's Light Attunement

Shadow: Inflicts your target with shadow decreasing it's Physical and Magical Defense as well as increasing it's Shadow Attunement

As a reminder, attunements are a unit's resistance and effectiveness with each elemental's skills.

Now for the charges. For every NES use that character will receive a charge of that elemental type. So since the NES is linked to your native element it means that characater can only produce that type of charge. Every character can hold up to 5 charges each charge increases the characters attunement corresponding to the type of charge. So if it's a fire charge, it'll increase your fire attunement, etc. The charges are consumed by Finisher skills (FS). These skills require at least one charge but will consume whatever charges you currently have stored. Each charge will increase the FS power to varying degrees depending on the type of the FS and the type of the charges consumed. So for example, if you have 5 fire charges and you use a fire FS it's power will be boosted a lot. If you have 5 water charges and you use a fire FS you won't get much of a boost at all because water counters fire.

There's one FS with the exception to this rule and that's the NCS all classes start out with that I mentioned earlier. The NCS is a FS that lets you transfer whatever charges you have available to another unit. So now you can have a character with one native element holding the charges of another element, it just requires some team work. This also means that you can have a mix of charge types on a character since you can hold up to 5 charges.

This brings up one other point. Say you do a charge transfer and the receiving target goes over the limit of charges they can hold, or perhaps they already are full and you transfer for to them, what happens? Well, first it will check to see if there's any charge spots available and fill those then whatever are left will do a type check against the other elemental charges and either replace them or get countered. Here's a couple simple examples:

1. You transfer 5 water charges to a character with 5 fire charges - all the fire charges get replaced by the water charges. So the target ends up with all water charges.

2. You transfer 5 water charges to a character with 2 fire charges and 2 shadow charges - one water charge gets added, the two fire charges are replaced by two water charges while the 2 shadow charges remain because shadow counters water. So the target ends up with 3 water charges and 2 shadow charges.

I sounds more complicated than it actually is but these NS are meant to be important and used strategically and not just as a "Click skill, do damage" type of move. At the very beginning you'll be using them constantly just because you won't have many other moves to choose from but their importance will remain high throughout the game. This also allows for some interesting stuff to do with strategies for general attacks, boss encounters, level objectives, etc so expect to see some fun things going on in the future.


Well that was a bit long but fun to write! On a side note we're all working hard to have as much ready for the upcoming release as possible. However, I've said it before and I'll say it again just to keep everyone on the same page. This release is basically a prototype of what we have physically developed so far. Design and concept is the majority of what we've been doing so far and so we've only just begun to start physically developing the game into something. But we promised to give you guys something as soon as possible and we want to hear your feedback every step of the way so we're showing you what's essentially a just-started, pre-alpha, v0.0001, right-out-of-the-gates release. So just keep that in mind please. :D

Kevin also has a new poll up on his
blog, KXN @ HTD for choosing Male Hairstyles so head over there and be sure to cast your vote!

As always, let us hear what you have to say in the comments and thanks!

-Dan

Hero Tower Defense Thursday: Day 17 - Community Request: Game Mechanic

Written By Sidiq Martanto on Kamis, 08 Desember 2011 | 20.32


Go here to read the Day 16 of Hero Tower Defense Thursday.


So for this post I'm going to take a small break from posting a game progress update in order to ask you guys a question.

We definitely have a lot of ideas for HTD and you guys have given us a lot of help with those ideas. You've also given us some great new ideas as well. This is all very helpful to us and even though the first version of the game will basically be at the prototype, pre-alpha, v0.01 stage in development we look forward to hearing your feedback on that as well. This will just help us a lot because you'll be able to get your hands on it and tell us what you like or dislike right from the beginning while the game is still wide open for changes.

This is all to say that your comments, suggestions, ideas, and feedback in general is very useful to us. In a past post I asked what game references you guys might like to see in the game and I found those suggestions to be quite helpful and ended up with a large list of good suggestions. So I wanted to call upon our fans again and ask you guys to think of some game mechanics that either you've thought of yourself or you've seen elsewhere and then pick one that you'd really like to see in HTD. For example, something like siege weapons that you can build and place like towers or maybe housing for your characters, etc. Just try to limit it to one suggestion though because I know a lot of you have a bunch of ideas but give me the one game mechanic you want the most. Also try to think about how it'll work in HTD's TD/RPG gameplay. It's ok if it's already been mentioned before because nothing is 100% at this point and things can always change. Plus, if lots of people want the same thing then this will let us know.

So let us hear your suggestion/idea for your most wanted game mechanic in the comments. I look forward to reading your responses! Also, Kevin has a new poll up on his blog, KXN @ HTD for choosing Male Hairstyles so head over there and cast your vote!

-Dan

Hero Tower Defense Thursday: Day 16 - Weapons

Written By Sidiq Martanto on Kamis, 01 Desember 2011 | 16.09


Go here to read the Day 15 of Hero Tower Defense Thursday.


Alright, in this weeks post I want go into weapons and how they may differ from eachother.

In HTD we plan to have many different types of weapons that players can choose from to fit their style. These, of course, won't all be available right at the first release but we'll be releasing more and more as we continue with development. The term "weapons" in this case also includes things like shields and trinkets that you can hold. There will be one-hand and two-hand versions of all nearly all the different types of weapons. I say "nearly all" because there are some exceptions like shields which are usually only one-handed and polearms which are typically only two-handed.

The weapons will be broken up into a few general categories and than branch from there. Here's a list of what we're thinking for some of those categories with their type of weapons:


Light Melee: lighter and faster, close-range weapons
- Daggers, Shortswords, Small Axes and Maces, etc

Heavy Melee: heavier and slower, close-range weapons
- Polearms, Longswords, Large Axes and Maces, etc

Light Ranged: lighter and faster, long-range weapons
- Bows, Small Guns and Throwing Weapons, etc

Heavy Ranged: heavier and slower, long-range weapons
- Crossbows, Large Guns and Throwing Weapons, etc

Fist: Varying sizes and speeds, close-range weapons
- Knuckledusters, Bos (Sam: What's a bos?), etc
(Bos - It's a super secret weapon! :) No, actually I guess the plural version is actually just Bo, aka Bō. Like a Bo Staff and other stick weapons.)
Magical: Varying sizes and speeds, long-range weapons
- Wands, Staves, etc

Light Shields: Smaller and lighter, off-hand weapons
- Bucklers, Heater Shields, etc

Heavy Shields: Larger and heavier, off-hand weapons
- Kite Shields, Tower Shields, etc

Trinkets: Various sized, off-hand weapons
- Scrolls, Books, Magical Globes, etc

The weapons in each of these categories is affected by certain character stats differently. For example, Heavy Melee Weapons will benefit from high Strength and some Dexterity whereas Magical Weapons will rely mostly on Intelligence and only a little on Dexterity.

Another thing is we'll probably have equipment slots for 1H/2H Close-range Weapons, 1H/2H Long-range Weapons and your character may swap between them automatically depending on the distance of the closest enemy. So if there's an enemy unit coming towards your warrior character he won't just be sitting there waiting for the unit to come within melee range. Instead he'll auto-switch to his ranged weapon and use that till it gets closer or another enemy gets closer. This also helps prevent your warrior character from just getting out-ranged by an enemy unit that is attacking him constantly from a distance.

We're also thinking about having weapons be a bit customizable in some way so you can gear it more towards your character's style. Things like tradeskills will certainly provide some other possibilities as well. Either way, we'll have tons of weapons eventually and any suggestions you guys make will be helpful as always. Even some of your own designs could certianly make it into the game and would help Kevin out greatly.

Speaking of Kevin, check out his blog, KXN @ HTD to see some additional HTD art and be sure to participate in any polls he has going because that helps us know what you guys want first. Also here's a fitting image of some weapons:

HTD Weapons

Be sure to leave use any feedback and suggestions you guys might have, it's greatly appreciated and very helpful to us, thanks!

-Dan

Hero Tower Defense Thursday: Day 15 - HTD Thursday's, Progress Update, and Happy Thanksgiving!

Written By Sidiq Martanto on Kamis, 24 November 2011 | 20.10



Go here to read the Day 14 of Hero Tower Defense Tuesdays.

Today is just a small update since it's Thanksgiving. I just wanted to give a brief rundown of our progress and some changes.

First, a reminder 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.

Next up I just want to say we're making pretty good progress on HTD and should make the late December release date as planned. We have some additional maps (the cave is multi-level) in the works by Kevin, Sam is adding more mechanics and features, and I'm working on the design of various things including the Tier 1 elemental and class moves and audio. So things are moving along nicely!

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

And last but not least (although it's a little late) Happy Thanksgiving!

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

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

Written By Sidiq Martanto on Selasa, 15 November 2011 | 20.31



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

Hero Tower Defense Tuesday: Day 13 - Maps

Written By Sidiq Martanto on Selasa, 08 November 2011 | 16.28



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

Hero Tower Defense Tuesday: Day 12 - Pets

Written By Sidiq Martanto on Selasa, 01 November 2011 | 18.39



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

Pokemon Tower Defense: v4.7 is out! PTD Fan Film part 2, Web Series, Weekly progress!

Written By Sidiq Martanto on Senin, 31 Oktober 2011 | 13.36

Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Purchase some SnD coins and get Ninja-ja bonus items free! Click here for more info.

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


What's new in v4.7

Pokemon Fan Film Part 2 - Short by Joel Otero (My brother :D ) - Check out part 2 of the PTD Fan Film!

New Story Level - Poke Tower 2 - What awaits us at the next level of the tower!?
New Pokemon to capture - It's a surprise!
Level cap up to 62 - Why not!
New Special Halloween Avatars to collect - Thanks Kimmy Lube and Zyon!
  • Follow the Mystery Hunt to get the Gastly Avatar!
  • Play the Daily Code to win one of the 5 Halloween Avatars!
  • Buy the Duskull Costume with your Casino Coins in the Game Corner!
  • Buy any of the Halloween Avatar in the Avatar Store in the Pokemon Center for SnD Coins!
Implementing Accuracy and Evasion properly - Meaning attacks that lower or raise accuracy/evasion will affect the chances of hitting the target. This will work with your attacks and the enemy's.
Add a new effect similar to Black and White when an ability is triggered
Adding more abilities for other pokemo
  • Keen Eye - For Pidgey, Pidgeotto, Pidgeot, Spearow, Fearow, Farfetch'd
    • Prevents other pokemon from lowering the accuracy of this pokemon. 
Changing the way saving works to prevent pokemon from being lost due to server errors - This will also make your saving take less time since it only saves what is necessary.
Fixed a duplication exploit - There was a hole in security that allowed people to duplicate their pokemon.
Added security to the Pokemon Center - It is now okay to share your url with other players.
Fixed an issue that was preventing the lowering of special attack debuff from working
The Lower (Special) Attack Debuff will now last 1800
Attacks that lower the target's (special) attack will no longer make them drop the candy. Only attacks that lower accuracy will make them drop the candy. This results in a shorter cooldown for these attack

Where can I play?
That was a long week! I wasn't sure I was going to make it, but I got most of it done :) My brother finally finished the second part of the PTD Fan Film check it out and let him know what you think. Speaking of my brother, him and I are co-writing a new web series that is a mockumentary (Think The Office) about two brothers who want to work in the entertainment industry. Him  making movies and me making video games. I'll be co-writing and doing some voice work for my character and he will be doing everything else. You can expect the pilot episode sometime in December. For Hero Tower Defense we want to release the first version of the game by January, so look forward to it. I still plan to make a HTD tab and a Labs tab in the near future to talk about any ideas that we have here at Sam & Dan Games. Now for the weekly questions from the forums.

Weekly Questions from the Forums!

1. Mitha: How important is balancing to you? Since most of the stats and moves are given by the original, you don't have much leeway, but you can balance a bit by how the animations work etc. Or don't you care at all about this?
Sam:I do care a lot about balancing the game, once the game is done I will go back and try to fix any imbalances but for now I fix as I go.


2. Robert Conley: Would you ever consider coding the Pokemon Center's trading system using javascript(link showing as javascript:void when moused over) so that we don't have to wait for a page load (instead possibly having a pop up that says the pokemon was removed, put up, or received) to deposit, remove, or receive Pokemon and then returning to the trade page?
Sam: I don't have a lot of experience in javascript but as time goes on I will try to make the Pokemon Center more intuitive.

3. Crazymerio: Will you eventually revamp some of the levels and features so that a new player can better understand the game/give the game more continuity. The best example I can think of is the adding of the main character not appearing in the very beginning of the game. It is very strange for the main character to go from you(outside of the computer) to an avatar in the game.

Sam:Yes! I do plan to do things like this little by little. The level rebalance is for this very thing. Even though I didn't get to finish it this week.

4. Mudkipz: Are we going to see more "cameo"-esk characters?
For example Maruto - The majority of people know who this is supposed to be, and i like the idea of them. If so will se be seeing any of them soon?

Sam: Yes! I will try to fit more in here and there :)

5. Trainer Red: What do you have to say to all the people trying to hack PTD at the moment?

Sam: Stop! Please :)

6. NinjaGod: Do you plan for avatar chat to become the main chat for PTD? (do you expect it to replace the IRC channels when it is done)?

Sam: No, I don't want it to replace the IRC chats.

7. Djm1997: What do you plan to make fly do since we can go everywhere instantly? Will it give us special levels or what?

Sam: I'm still thinking about what it can do exactly.

8. Xehanorto: Do you plan to nerf certain abilities that can't work for a Tower Defense game?
Sam: I usually remove moves that doesn't fit or try to change them. An example of this was Sand Attack not lowering accuracy since the enemy couldn't attack you before, but now that they can I added accuracy and Sand Attack behaves like it does in the game. So some of the missing moves will show up later on possibly.

9. ZKS: Do you plan on changing how Helping Hand works? Right now, it's extremely overpowered and makes all other stat boosting moves (Quiver Dance, Baton Pass, Dragon Dance, etc) worthless. And, do you plan on making BP able to pass a Sub or Water Ring like the games do?
Sam:Helping Hand is overpowered at the moment, to really make things interesting I would have to make buffs/debuffs stack 6 times. I do want to make Baton Pass more useful in the future.

10. Slash: Have you considered making special sprites/versions of certain Pokemon? ex. Ash's Squirtle (Wearing the Squirtle Squad glasses) or Gary's Giant Krabby?
Sam: Yes I have considered it but I never get the time to add them in.

If you want your question to show up on next week's blog go to our forum now (look at the fan links tab up top) and submit your question.

So we have a lot of left over things to do from last week so let's start there.

I won't be able to work a lot today (Saturday) and tomorrow so I will be postponing what is left for next week and releasing in about 2 hours (1:28PM Est), thanks for playing :)

Adding more features to the chat to prevent spamming (100%)
  • Added names being in a blue color to prevent users from impersonating other people (100%)
  • Satoshi users will now have name Satoshi1, Satoshi2... etc (100%)
  • It is now possible to ignore somebody by typing in /ignore nickname (Replace nickname with the users nickname) (100%) - They will be ignored while you are in the chat room, leaving the chat room will reset the ignore.
Adding a new layout to the trading center (Postponed ): ) - Thanks Nssvelocity!
Going back and making the game less grindy for new players (Postponed ): ) -  The newest level will always be top end and require a high level team.
Allow players to change their email and/or password in the pokemon center (Postponed ): ) - You will have to supply your own email and password in order to change them to prevent hackers from changing it.
Change the way getting shiny pokemon in the wild works to prevent hacking of shiny pokemon (Postponed ): ) - Adding a new way to find shiny pokemon.
New Pokemon To capture (100%)
  • New Moves (3) (Skipping one for now, but will add it once I fit all the mechanics in the game for it) (100%)
  • Implement Graphics (100%)
  • Implement Shiny Graphics (100%)
  • Implement Stats (100%)
  • Implement Moves/TMs (100%)
New Story Level (100%) - Training Level!
  • Level Intro (100%)
  • Level Layout (100%)
  • Level Waves (100%)
  • Level Ending (100%)
New TM (100%)
  • Ice Beam (100%)
Level cap to 64 (100%)
  • Acid Armor (100%) - Vaporeon
Add an exp tag when leveling up (100%) - This is a technical fix. This is included in v4.7.1
Made the Waterfall attack animation quicker (100%)
Made Waterfall attack show the correct attack type (not effective, super effective or normal) (100%)
Fixed Zap Cannon doing Shadow Ball instead of Zap Cannon (100%)
Make Destiny Bond and moves like that only work on pokemon that are at lower level than you (100%)
Fixed Onix learning Double-Edge twice and not learning Stone-Edge (100%) 
Made both Nidorans have a unique name ingame (Nidoran F and Nidoran M) (100%) 
It is no longer possible to put pokemon in type specific spots if they don't match the type (100%) 
Added the attack power to the attack description of Snore (100%)

That's what we have so far, as always let me know what you think, and keep coming back during the week to see how my progress on the update is going. As I work/finish parts I will update the blog.

Have a good week and Hero Tower Defense Tuesday is tomorrow so look forward to that!

Hero Tower Defense Tuesday: Day 11 - Melee & Behaviors

Written By Sidiq Martanto on Selasa, 25 Oktober 2011 | 18.51



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

Hero Tower Defense Tuesday: Day 10 - Story

Written By Sidiq Martanto on Selasa, 18 Oktober 2011 | 19.43



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
 
Support : Creating Website | Johny Template | Mas Template
Copyright © 2011. My Online Game - All Rights Reserved
Template Created by Creating Website Published by Mas Template
Proudly powered by Blogger