Wednesday, 3 July 2013
Saturday, 22 June 2013
Thursday, 6 June 2013
Wednesday, 5 June 2013
Saturday, 23 March 2013
Friday, 15 March 2013
March 15 Update
It has been quite a while since the last update. We have been busy integrating the new original art into the game-play, as well as smoothing out the game-play on iphone.
Character Development
In terms of character, these are the indicative line-up:
Each unit type, aside from the normal upgrades, will have a unique special ability. This adds depth to the unit combination beyond just maximising DPS or HP. For example, bears can inflict the "mauled" status to a single units, which makes it more vulnerable to all attacks.
Our pixel artist is almost done with the humans, and moving on the elfs and demons next.
Game Play
We had to do a major revamp of the game-play elements to accommodate the smaller iphone screen. There's a lot less wasted space to maximise interactive elements.
Next up
We are in the process of integrating the music and sound elements and should be ready with a Beta version with 10 stages by next week.
It has been quite a while since the last update. We have been busy integrating the new original art into the game-play, as well as smoothing out the game-play on iphone.
Character Development
In terms of character, these are the indicative line-up:
Each unit type, aside from the normal upgrades, will have a unique special ability. This adds depth to the unit combination beyond just maximising DPS or HP. For example, bears can inflict the "mauled" status to a single units, which makes it more vulnerable to all attacks.
Our pixel artist is almost done with the humans, and moving on the elfs and demons next.
Game Play
We had to do a major revamp of the game-play elements to accommodate the smaller iphone screen. There's a lot less wasted space to maximise interactive elements.
We have also improved the layout of the quest select and upgrade screens.
Next up
We are in the process of integrating the music and sound elements and should be ready with a Beta version with 10 stages by next week.
Thursday, 24 January 2013
Wednesday, 23 January 2013
Refinements to 2-Player Competitive Battle
Players can upgrade their units and choose their units of choice before battle (by drag and drop icons).
Players can upgrade their units and choose their units of choice before battle (by drag and drop icons).
The next few screens show some testing on the pay-off of different strategies (at similar costs). (a) Mounted units vs infantry. Mounted units versus range. Combination group of range and infantry.
Sunday, 20 January 2013
Friday, 18 January 2013
The basic engine is developed: battle mechanics, particles, animation, quest select, crude AI, leveling system and save/load function. The code is being developed on Codea (very user-friendly).
The screens below are using placeholder sprites (we are still looking for a sprite artist! Pls email/leave a comment here!)
1) Title screen: start, load function
2) Story screen: For one-player mode to advance story-line.
3) Quest screen: This is where you can select new quest or repeat old ones. Will display info on terrain, likely enemies/heroes
4) Battle screen. This is where the action takes place. Does not seem to have enough space for a heroes' skill bar, something we will fix.
5) Upgrade screen. This is where you can spend your rewards on unit upgrades.
Next update:
> 2 Player mode
> Original art for hero and some units
> Special abilities for units
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