Pokemon Tower Defense: Small update for people who donated.

I'm sending out the emails to all those who donated to get their shiny starters, you will need a new version of the game which you can find here (I also changed the link on the other blog post)

http://www.megaupload.com/?d=2SU40OT5


This version activates Mystery Gift, and lets you put in the code for you shiny pokemon.
If you donated $10 or more you will be getting something else that I'm still working on, if you donated $20 or more you will get even more additional stuff.

If you play in Newgrounds I uploaded a new version there but it might take a little bit until it actually shows up, I emailed tom over at Newgrounds to see if something was wrong.

If you didn't donate and don't plan on donating anytime soon you don't really need this update right now.

If you want to donate but don't know how or have questions just post a comment here or email me directly. To donate just click on the donate button to the top right of this page.

And just to remind you guys a new level will be coming out this weekend, and you can finally get your badges :D

Pokemon Tower Defense: So what happens now? Donate button? Next Game? More pokemon defense?

It's been a really crazy day. Was just about to get the level cap update out, and bam I get an email from google that the app has been suspended and removed. I saw it coming but not this fast, it all has to do with the growth that we experienced. We ended up getting over 120,000 downloads, and I'm sure giving enough time we would have reached millions.

So what happens now?

I know a lot of you came for the pokemon tower defense, and if it wasn't here anymore you might leave. I don't blame you, but me and dan want to make games for a living. We want to make games for you guys. We have a game coming down hopefully in April, and I hope you guys can give it a look, when I post it here. It has ninjas.

So am I quitting pokemon tower defense? The answer is no. If they don't want it on the market place then it's not going to be there and it won't ever be there again. Nintendo spent a lot of money and work building up pokemon and I respect them for that. They need to protect their property, if they don't then everybody starts making games based on their characters. Talking to them is honestly something that I believe has a 0% chance of success. Why? Mainly because I'm a nobody right now. I'm trying to grow into somebody that they will listen to. My dream and the reason I started programming/making games was/is to make a pokemon mmo. I doubt that I will ever get the chance to do it, or that maybe once I'm popular/successful enough I might not want to do it anymore. But for now I will make smaller games that hopefully you will find worth your time.

If you think that I might be somebody worth investing your hard earned money into, I would be honored to accept it, I provided a donate button on the top right hand side of the page. Donate whatever you feel like donating. I don't want to take your money without giving something back, so if you donate send me a message with your email while doing the donation or just email some sort of proof that I can make sure you actually donated and I will give you a shiny starter pokemon (bulbasaur, squirtle, or charmander) in the tower defense game. If you are disgusted by the idea of donating, please let me know also. 

So at this point some of you might be like okay where my pokemans. I'm a little off balanced at the moment but level 6 will come this weekend.

Right now there are a couple of ways to play the game:

On your computer, go to http://www.newgrounds.com/portal/view/566150
On your phone, go to http://www.newgrounds.com/portal/view/566150 or download and install the apk file at http://www.megaupload.com/?d=2SU40OT5

Again please let me know what you think I'm looking forward to answering your comments/questions/suggestion/ideas. Have a nice day :)

Ager Sanguinis Punic Wars, How It Works, Part 2

The Ager Sanguinis turn sequence is not like that found in most sets of rules. It does not follow a set sequence of actions (such as U move, I move, U shoot, I shoot, etc.) and it has no set duration. This is because it is driven by initiative phases and the army sequence decks. To quote from the rules:

“Game turns consist of a variable number of initiative phases. The army die is used to determine the number of initiative pips in an initiative phase. Each player rolls his army die. The difference in the army die rolls is the number of initiative pips each player may use in his initiative phase. Both sides receive the same number of initiative pips during their portion the initiative. The player who rolls higher chooses to use all of his initiative pips first or second………………

…………..The side acting first turns sequence cards from his shuffled face down deck, one at a time, spending 1 initiative pip per card turned. As each card is turned the player can choose to act on the card showing or not, sometimes action is mandatory. When he has spent his initiative pips, or he runs out of sequence cards (in this latter event, the player going second may only use as many initiative pips as the first player used to finish his deck), the initiative transfers to the player going second. After the initiative is ended the process is repeated……………

………….. If the army die rolls are equal, or at the end of a complete initiative one player has exhausted his deck, the turn ends……..”

TURN 1 PHASE 1

Both players roll off army die. Carthage, rolling D12, scores 10; Rome, rolling D10 scores 1. The difference is 9 so each player will get 9 initiative. Carthage makes Rome go first – a common gambit early on, but risky with such a large initiative.

Roman cards (there are no photos of what the Romans did because, frankly, they didn’t do much):

Command – no action.

Stubborn Army Morale – no action.

Group March – Left most infantry command.

The Romans must roll the officer stand motivation die, which in this case is D10, Vs D8 (always Vs a D8 for movement). They score 6 to 3. The command can move twice because it is more than the D8; the die roll is even so moves can be used to maneuver. The command’s velites occupy the woods wheelin one unit to face the open hill, and the rest of the command moves to the base of the hill.

Maneuver – no action.

Lull – a chance for the enemy to steal the initiative. Both sides roll off army die. Carthage scores 8, Rome scores 3. Carthage can turn one card and act upon it. Carthage turns Group Melee – no action.

Melee – no action.

Missilery – nothing in range or visible through the woods, no action.

Command – no action.

Melee – no action.

Rome’s initiative is over and the initiative passes to Carthage.

Carthaginian cards:

Maneuver – no action.

Missilery – no action.

Group Maneuver – no action.

Lull – both sides roll off army die. The scores are equal, Carthage holds the initiative.

March – A general advance:
Cavalry command on the left, motivation die D10 Vs D8. Score is 5 to 7. The score is less than the D8 so the cavalry can move once, which they do. The score is odd so no maneuvers are allowed.

Infantry command, motivation die D10 Vs D8. Score is 10 to 2. The command can move three times because it tripled the D8; the die roll is even so moves can be used to maneuver. The infantry move off echeloning back to their right.

Cavalry command on the right, motivation die D12 Vs D8. Score 9 to 4. The score is more so they can move twice, which they do.

Maneuvre – Wheels and formation change card.

Spanish cavalry wheels to face the velites in the wood. The velites shoot catching them in the flank before they turn (yes, you can shoot at any time, even as the reactive player provided the target is moving or shooting). They use their base combat die adjusted by the combat table Vs the defence die of the target (see note below). They roll D10 Vs D6, scoring 3 to 5 for no effect.

Note: Each unit has a base combat die for its class (war band, elite, etc.), usually a D6, D8 or D10. Each unit also has a defence die, usually a D6 or D8 for its class. The defence die never changes, but the combat die is adjusted by the modifiers in the combat table. Factors in the combat table are the usual kind of things – terrain advantage, initiating a new melee (charge), fierce in first round, etc. But here’s the thing, rather than adding to a die result the modifiers adjust the type of die up or down. A D6 adjusted by up 2 becomes a D10 (two types bigger). A D10 adjusted down 3 becomes a D4 (three types smaller). The lowest die is never less than a D4 regardless of the downs. D12 is the biggest die and any additional ups are added to the result except the maximum score possible is 12 – a D12+2 rolling 11+2 is 12.  Because of the dice range combat is always risky and tension building.

Melee – no action.


Melee – no action.

March – general advance:

Cavalry command left, motivation die D10 Vs D8 scores 3 to 2. The command can move twice which it does.

Infantry command, motivation die D10 Vs D8 scores 6 to 3. The command can move twice, but before it does two of its skirmisher units shoot at the velites in front of them. One unit misses, the other scores 8 to 5 which causes 1UI loss (3 pips positive difference) and because the velites defence die was odd it is also vexed (a disordered state); first blood to Carthage. Rome loses 1 morale point for losing a UI.

Note: In the picture above note the stone counter for 1 UI loss, the tuft counter for vexed, and the blank counter on the skirmishers for being ‘unloaded’.


The Spanish and Gallic infantry on the extreme left of the line advance to clear the velites in front of them. They shoot, but to no effect, then advisably evade. The Spanish and Gauls could keep moving, but as this would cause them to go vexed ‘chasing’ they choose to halt in good order on the ground vacated by the velites.

On the right of the line there is an exchange of javelins by both side's skirmishers, to no effect, before the Gauls move into the woods to clear out the unit of velites facing them. A melee card is not required to initiate a melee Vs skirmishers but this is not bad terrain for velites (skirmish order [shock] unit) and they have a terrain advantage for being up hill. Both sides roll off their adjusted combat die, in this case D12+2 for the Gauls Vs D12 for the velites. Disaster, the Gauls score 12 and the velites score 2 – the velites lose 3 UI and are routed. Rome loses 3 morale chips for the UI loss. Double disaster – this has exposed the flank of the other velites to an attack by the Spanish infantry who are now coming up the hill; the velites evade.

Cavalry command right, motivation die D12 Vs D8 scores 8 to 2. This is a very good roll as it is a triple move, and because the roll was even it allows cavalry and fierce units to melee contacted enemy units after contact. The melees are hard fought.


Carthage chooses to fight with its two small elephant units first, and as they are rolling D12+2 after adjustments who can blame them. The facing Roman cavalry is rolling D4 because horse is down 2 for facing elephants!

The first score is 7 – 3 and the cavalry loses 1UI, is pushed back 3”, and is vexed for losing on an odd roll – but these are stubborn Romans and by spending an extra morale point (2 in total) they negate the push back and any follow up modifiers.

Surprisingly the next Roman unit does even better (the same dice of course) and holds the elephants with a tied 4 result; both sides lose 1 UI and a morale point.

The Gallic cavalry on the extreme right of the line now fights its opponent rolling D12+1 (fierce in first round is awesome) Vs D10 and scores 6 – 4,  a UI loss each for a close fought melee and a Gallic follow up (there is no actual push back here, the follow up is for scoring higher) but the Romans negate it by spending an extra morale chip – stubborn again!

The next Gallic cavalry unit is fighting the Roman cavalry with the UI loss (basically following up the damage by the elephants). Adjusted combat die are D12+1 Vs D8, scores are 11 to 4 causing 2UI more and the Roman unit is routed. It cannot convert the rout into a push back (for being stubborn) because it now has zero UI and will be routed anyway.

Next up it is the veteran Spanish Vs Roman cavalry. Combat die are D12 Vs D10, score is 7 to 9 for Roman marginal win. Both sides lose 1UI Romans count as following up.

The Roman unit at the end of the line now gets peppered by Numidian javelins, but escapes with a vexed result only.

Note: Regardless of the number of units with which a unit is in contact, a single unit can only fight one melee on a single card.

Note: In the photos above I am using melee in progress “Follow Up” markers. The sword denotes direction, crossways is an ongoing melee with no follow up. Follow up gives an up 1 in the next round of melee, BTW.

The first initiative phase is completed. Both sides roll off army die for the next initiative.
As you can see, this game is not for the feint hearted. Things move quickly. I’m doing this solo, and although I know the rules, that lot took me less than 20 minutes – a lot of which was spent carrying dice and morale chip (poker chips) boxes from one end of the table around to the opposite side of the table (30 foot a trip) and taking notes / photos. It does not take much time to turn cards!

Part three of this piece will be a continuation, including some triplex acies action. I’ve already played out the rest of the turn, I just need time to type it up.

Pokemon Tower Defense: A new beginning, a new place to play the game, level cap at 20 now.

UPDATE 3: Here is a link to download the apk file, don't ask me how to install it I'm not sure my self, apparently your save file will still work. http://www.megaupload.com/?d=D9W2HADU 
Enjoy!


UPDATE: If you go to the website on your phone and you full screen the game, it pretty much plays just like the app would, this is the best solution to playing on the phone, you only need to be online to start the game then you can go offline once the game loads. 

UPDATE 2: I will be posting the .apk file for those of you who know how to install those, the only problem right now is that your data will be deleted between updates, I will figure out a way to save your data online, so that you can restore it between updates. No specific date tho on when I can do this.

Well, we got suspended from the android marketplace (Nintendo asked them to remove us), so instead of killing the whole thing. I just found a new home for it. We are now located at Newgrounds!

Here is the link: http://www.newgrounds.com/portal/view/566150 
Please register and rate the game :)

This version contains the new level cap (20), as well as new moves and new evolutions for your current pokemon.

A couple of extra notes:
  • You will have to start over, sorry :(
  • You can play on your phone's browser or your computer's browser. (Tried it on my phone's browser, it actually works great there, make sure to full screen the game).
I'm personally pretty bummed out about getting suspended, but it is what it is. Tell me what you think!

Lincolnshire CfBT Fast Forward Conference

In need while Dawn was in Norfolk I was in Lincolnshire. Here is a link to an overview of the day.

It was a great day and I saw some great GBL use which I had not seen before. I never thought Deal or No Deal could be used so effectively in class to teach fractions and probability.

Oh and incase you missed it here is the link to the presentation that I used.






PTD: What's next? A list of new things...and we just keep growing!

SAD UPDATE: App was suspended from Marketplace....The good news is I will be moving it to the web a lot quicker! I will provide you with a link soon, once the update is done.

UPDATE: Level cap increasing to 20, tonight (Wednesday)! Level 6 will come in an update after that but this week also.

 This game just keeps growing and it's thanks to all of you, I haven't done any advertisement at all. The download stats from my Android Market Developer Console updated today at we have over 66,000 downloads! You guys made it happen, either you told your friend about it, or you twittered it, facebook, blogged on it. I just wanted to say thank you for the support! Also even if you didn't do any of the above, just giving it a good rating and a good comment goes a long way into other people deciding if they want to play.

Okay so lets get down to business.

First, the poll is finally closed (I need to make the next one shorter) and you have all decided that the current app icon stays! We had 1955 votes and 19% said hey it doesn't matter to me, 36% said change that sucker, but 44% said don't even think about touching the bulbasaur. So Bulba is here to stay. I will be adding a new poll very soon.

Now I want to talk about the next couple of updates. The level cap will be increasing to 20, so you can finally evolve more of your pokemon, and earn new moves for battles. So what I want to do is make a list here of what I need to do and how far I'm into doing it so that you guys can stay up to date on my progress towards the next update. If you see anything that is missing on the list that you think should be there just drop me a comment here on the blog or email me directly. Thanks.

Moves:
  1. Bulbasaur - 4 new moves. (100%,done)
  2. Charmander - 2 new moves. (100% done)
  3. Squirtle - 2 new moves (100% done, rapid spin makes me smile)
  4. Rattata - 3 new moves (100% done)
  5. Pidgey - 1 new move (100%, done)
  6. Caterpie - 1 new move (100%, done)
  7. Weedle - 1 new move (100%, done)
  8. Butterfree - 2 new moves (100%, done)
  9. Bedrill - 2 new moves (100%, done)
  10. Pikachu - 1 new move (100%, done)
Current Pokemon Evolutions:
  1. Ivysaur (100%)
  2. Charmeleon (100%)
  3. Wartortle (100%)
  4. Raticate (100%)
  5. Pidgeotto (100%)
New Pokemon with new moves:
  1. Not yet determined 
New Pokemon Evolutions:
  1. Not yet determined
    Levels:
    1. Lvl 6:Intro (0%)
    2. Lvl 6: Level (0%)
    3. Lvl 6: Ending (0%)
    Bugs:
    1. Keep phone on while playing (from Justin 0%)
    2. Be able to tell what version a profile is assigned to (from Ninjutsu500 100%)
    I won't be able to do much today (Monday) during the day, I have a wicked Physics test tonight. Wish me luck!

    Ager Sanguinis Punic Wars - How it works - Part 1



    Ager Sanguinis Punic Wars is based around the mechanisms found in three previously published sets of rules. Piquet (sometimes referred to as Classic Piquet) by Bob Jones. Field of Battle (a Piquet derivative) by Brent Oman. Ager Sanguinis (a Field of Battle derivative for the Crusades) by me. Piquet and Field of Battle are published by Piquet Inc. Ager Sanguinis was published by Miniature Wargames. Ager Sanguinis Punic Wars will, hopefully, be published by Miniature Wargames.


    Recently, I've had some email enquiries about how Ager Sanguinis Punic Wars works and how it is different from Ager Sanguinis (Crusades). Here, using a fictional clash between Hannibal and Rome, is a run down of what it is all about. I'm not going to reproduce the rules here, but I’ll try to give a good, fairly detailed, overview.

    The set up
    The composition of each army is selected and the units are sorted into command groups ('divisions'). Each command group has an officer stand. A note is taken of the total Unity Integrity value of each army. In this case 127 UI for the Romans, 128 UI for the Carthaginians.


    Unit Integrity [UI]: Each unit and officer stand has an integrity value. Unit integrity is the all encompassing title given to the physical and morale strength of a unit. Unit integrity is lost, mainly in combat, until a unit reaches zero when it is routed. At minus 1 unit integrity a unit is destroyed. Unit integrity can be rallied back during the game.

     
    Each army now rolls D12 to determine its army die. The army die represents the overall enthusiasm of the army and the ability of its commanders to do battle 'on the day'. The army die is in constant use during the game. For this game the Carthaginians will add 4 to the roll because the commander is Hannibal; the Romans will get no adjustment.
    The Carthaginians roll 11 (7+4), The Romans roll 6. A table is consulted. The Carthaginian army die will be D12*. The Roman army die will be D10.


     
    The army die determines the sequence deck that the army will use during play. This sequence deck sequences the actions of each army during a game turn. There are 12 types of cards in the sequence deck. Each sequence deck is 26 cards strong. The composition of cards varies according to the army die (D8, D10, D12, D12*) - the higher the army die the better the deck.


    The card decks for each army is as follows. The Roman deck composition is numbered first, the Carthaginian second.

    Army Morale: 3/3
    Command: 4/4
    Group Command: 0/0
    Lull: 4/2
    Manoeuvre: 2/2
    Group Manoeuvre: 1/1
    March: 3/4
    Group March: 1/0
    Melee: 4/3
    Group Melee: 0/2
    Missilery: 2/2
    Tactical Advantage: 2/3

    Group cards: A new addition to Ager Sanguinis, these only allow the card to be used for one command group, chosen each time the card is turned. Other cards apply to any and all command groups as standard.

    The army die also adjusts the command motivation die roll for the officer stand of each command group and the C-in-C (D8, D10, D12). This is used for movement and rallies (mainly).




    The sequence deck is not the only thing that gives character to the army. Each side divides the total Unit Integrity of its army by 12 and draws that number of cards from another deck called the Army Characterisation Deck. This gives the army a morale chip count and various other cards that replace cards in the sequence deck or are added to it. The Carthaginian draw of ten cards is on the left. The Roman draw of ten cards is on the right. The draw is kept secret from one's opponent!


    Morale Chips: Morale chips are lost for each UI loss or voluntarily spent during the game. On reaching zero the army is in big trouble as it can no longer rally back lost UI and, more importantly, becomes vulnerable to army morale checks on army morale cards.

    This set up process might seem complex, but it actually takes very little time. What is more, we now have armies that have fighting ability and command and control represented not only in the ability of the player, the strengths of his units and the luck of his dice throwing, because rather more is going on – the army itself has some ‘soul’.

    Both armies are now ready to deploy.



    On the Roman left the Romans have one command group of six cavalry units. The cavalry is all drilled, close order, stubborn armoured cavalry counting 3 unit integrity points per unit.


    Facing them the Carthaginians have one command group of twelve units. These comprise three units of Spanish warband, close order, veteran cavalry; four units of Gallic warband, close order, elite cavalry; three units of Numidian warband, loose order, cavalry; two small units of fierce elephants. All cavalry counts 3 unit integrity points per unit, elephants count 2 unit integrity points per unit.


    In the centre the Romans have three command groups each comprised of two triplex acies formations. Each triplex acies formation comprises a unit of velites, drilled, skimish order [S] infantry (3UI); a unit of hastati, drilled, close order, stubborn infantry (4UI); a unit of principes, drilled, close order, stubborn, armoured infantry (4UI); a small unit of triarii, drilled, close order, stubborn, veteran, amoured infantry (3UI).


    Triplex acies: The infantry are deployed in serried lines to ease the deployment of miniature figurines during play. The spaces that should exist between the maniples of each line, in game terms, is a 'virtual' thing.


    The Carthaginian centre is one large command group. It is comprised of four units of Libyan spearmen, drilled, close order, stubborn, veteran, armoured infantry (4UI each); four units of Spanish scutarii, warband, loose order, veteran infantry at 150% strength (4UI each); four units of Gallic, warband, loose order, fierce infantry at 200% strength (5UI each); four units of Libyan javelin men, warband, skirmish order [M] infantry (3UI each); two units of Balearic slingers, warband, skirmish order [M] infantry (3UI each).


    On the Roman right the Romans have one command group of four units. Two units of cavalry and two units of velites (as per similar units detailed above).


    The Carthaginians have one command group here. This comprises two units of Gallic cavalry and three units of Spanish cavalry (as per similar units detailed above).

    Each command group officer stand is worth 1UI but counts double for army strength, the C-in-C's are 1UI but counts triple for army strength. The Romans have an army worth 127 UI. The Carthaginians have an army worth 128UI.

    Part 2 of this post will feature a turn or two of the battle.

    PTD: Level 5 is out!

    UPDATE: I updated the level and had to run out, so I forgot to include a couple of things. 
    1. Onix is spelled correctly :)
    2. You don't get the badge in this level, you will get the aftermath of this event on the next level (you aren't done in pewter just yet, there's a nice little museum there)
    3. Sandshrew and Geodude are the only pokemon used in one of the versions of the game (FireRed/LeafGreen) so I went with that.
    4. I was trying to get the update out quickly so my bad on the typo, will fix for next update (nobody wants to download a whole new build just for a simple typo)
    5. The "movie scene" is done so that you always lose a pokemon, so even if you bring one, the game will take that away. First it looks for a starter, then it looks for anybody else.
    6. Thunder wave should not work on ground pokemon, that is a mistake on my side.
    7. The fight will be a lot easier if you have all your pokemon at a high level, I didn't want to balance it around the fact that you would have 5 lvl 10s, since somebody that will play the game won't have that when there are more levels and they don't have to stop and repeat levels.
    8. The fight will be easy also if you use good strategy, like using tail whip, string shot, bite, it's meant to reward you if you do things like that.
    Keep the feedback rolling, I will probably get a good amount of grammatical errors and spelling errors, I apologies in advance for that.

    Did anybody think the level was tough?

    A new update is out for Pokemon Tower Defense it includes:
    • Level 5 - First Gym Battle
    • Releasing Pokemon
    • New Party Select Screen (Uses Dragging instead of tapping)
    • Bug fixes that you guys pointed out:
      • Being able to place a pokemon out in random spots.
      •  Pokemon trying to learn a move that they already know.
    Also just letting you guys know that this update doesn't increase the level cap, and that you can't catch any new pokemon in this level.

    Enjoy, and as always let me know what you think! Good luck against Brock :)

    Norfolk ICT Conference

    While Nic was presenting the Keynote in Lincolnshire, I was attendnig the Norfolk ICT Conference over two days - doing a Key note on both days and also running a workshop. It was great to be invited and share the work that is going on within the network and also to talk to a range of Junior, Secondary and Special schools as to how they are bringing conolses and games into the classroom.
    I have written a blog post here - that outlines the highlights of the day as well as links that may be useful.

    Averages in Maths


    I used the Wii in Maths a couple of weeks ago - I 'magpied' the idea from a tweet I saw whilst I planning my maths for the week. I have not used the Wii in this way a lot in maths so it was a nice change - although we have done work using Mario Kart - for this lesson we used Wii Sports and bowling to look at averages.


    The full blog post that I wrote can be seen here - I was really pleased with the outcomes, the children were all engaged on task and at the end said that the lesson had gone to fast and by playing they now knew averages!


    Would be great to hear how you have used the Wii in maths lessons, I am planning on using it again this week for a spot of revision using Wii Golf will blog how it goes then.



    Play-test - End game

    Week three of the big game play-test saw the close of the battle. The game took about seven and a half hours to play. Not bad for two players fighting 1300 figures in 40 units or so a side. The game threw up one or two interesting problems and enough general combats to check out the dice modifiers in the tactical combat tables.

    I'm now busy doing, what should be, the final editing. We will do a couple more play tests to double check everything, then it will be winging its way down the wire to Andrew at Miniature Wargames.


    The Carthaginians temporarily withdraw their Spanish troops in the centre to reorganise and shift emphasis back onto the their right wing. The Roman infantry are proving a very tough nut to crack, their ability to bring reserves into the front line (triplex acies formation) and 'stubborn' status is too much even for Veteran Spanish scutarii.
    Finally, the Roman left collapses and the Carthaginian cavalry begin to envelop. The Romans rush battered units to try and form a new line to rearward. But then a new problem for the Carthaginians - their Gallic troops begin waver and crack.
    On the Carthaginian left the Romans are outflanked by Libyan spear men and withdraw in good order. The side of the field has been fairly inactive and will remain so.

    The Carthaginians are forced to renew the attack in the centre, the Roman centre buckles, the enveloping cavalry arrive.
    THE ROMANS ARE OUT OF ARMY MORALE CHIPS!!!!


    As the Gauls flee, the Roman centre finally collapses in some style. The Roman units are worn out and when two army morale cards are turned in quick succession the infantry commands fail and the result of the consequential unity integrity loss is rout or dispersal. The battle is effectively over. A decisive, if costly, Carthaginian victory.
    The Romans chewed through 84 army morale chips. The Carthaginians started with 58, got as low as 7, and finished with 16.
    I will be unable to do a game next week, but this will give me time to set up another big battle and possibly post a detailed preview of an Ager Sanguinis Punic Wars battle set up.

    PTD: What's next? First Gym, Level Cap, about me, feedback, 11,000 downloads!

    UPDATE: Level 5 is coming in less than 2 hours!

    Hey everyone! I must say that it has been a crazy last couple of days for me, I did not expect the game to grow as much as it did so quickly but I welcome the growth with open arms. My goal for this game was to reach 10,000 downloads. That was my goal, I didn't know when it would happen maybe months, or a year, but here we are 3 days later and we are at over 11,000 downloads. That is all because of you guys! I can't say how much I appreciate it.

    Your feedback has been amazing, a lot of changes in the game have been made due to this feedback, I read every post and reply to every email sent to me. I value what you guys think, even if you just say this game is awesome, especially if you say things like that it really help drive me even more.

    The number one thing that people want is more levels, higher level cap, just more more more. I want to give you what you want! I'm trying really hard to deliver, and I'm not trying to make excuses but I do want you guys to know my situation so that we can understand each other better. First, I'm the only person working on this game. I have a full time job, I go to college at night, I like to hang out with my girlfriend, friends and family. Making games full time is a dream that I hope to accomplish, but I'm not there yet. That said I want to get this game done for you guys! Like I said before I just want to let you guys know my situation and why stuff is not done already :D

    Another thing I wanted to talk about was the level cap, the level cap will raise to 20 when level 6 comes out. The reason there is a level cap is that I haven't made all the attack animations, and assets for all the pokemon and attacks. I spend a good amount of time on each attack making sure that it's just right. Some attacks don't even fit the tower defense model, for example sand attack, and these take a little bit longer to figure out a good alternative for them.

    Finally, the next update will include: Releasing your pokemon, the first gym match, and an improved party select screen. I want to make the first gym match feel epic, but I have been thinking that it would be a little too easy if you have squirtle or bulbasaur. I'm going to have to do something about that :)

    The new update should be out less than a week from today!

    That's all I have for now. Thank for reading, and let me know what you think!

    Lincolnshire CfBT Fast Forward

    I was lucky enough to be asked to present at the Lincolnshire CfBT Fast Foward Conference today. For those that attended here is the presentation that I used.




    Dawn Hallybone Speaks! - LWF11

    Hi everyone. We have been very busy with the conference season and preparing for something exciting that we will be running this July called Learnmeet. (Watch this space)

    But so tide you over here Dawn Speaking at the recent Learning Without Frontiers Conference in January.



    I was lucky to attend the first day check out more videos of the talks here.











    Level 4 out NOW!

    Finally got to finish Level 4: Viridian Forest. I hope you guys enjoy it. Also now you can exit the game by pressing your phone's back button on the main menu, no more force closing :D

    UPDATE: The last 3 Pikachus are the 3 you see in the beginning of the level, they never get to a weakened state so they are impossible to catch. But you can catch any pikachu besides those 3. Happy Hunting.

    What's next?

    That last few updates have been about fixing issues that the game has, but what everybody really wants is more levels. So I will be hitting level 4 hard the next couple of days. Here is a picture of Level 4 being built:

    Viridian Forest construction.

    Your feedback put into action.

    UPDATE 2: New version 1.5 has exit confirmation box implemented.
    UPDATE: New version 1.4 has implemented fixes for all the issues mentioned in this blog post!

    Took some time today to gather up all the feedback and came up with a list of things that you guys wanted fixed/changed. I'm going to post the ones that will have higher priority (mainly the ones that people mentioned more than once).

    1. Being able to skip a cut scene after you have seen it at least once. Thanks to Sage (Marketplace Comments), Joram, Joshua, and Ollorin93 for mentioning it.

    2. Pause the Battle Music when the Evolution Music plays. Thanks to Adyad, and Joshua.

    3. Make the currency symbol be the correct one (the one used in the game). Thanks to Adyad, and Joshua.

    4. The App Icon needs to be changed. Thanks to Dan, and Joshua.

    For the 4th one I'm holding a poll, that will show up in-game as well as on the side of this blog.

    If you guys want to change the Icon, I want to hold a contest for whoever wants to try to make a better icon. The winner will receive a code to change your starter pokémon into a shiny version of it.

    If you guys want to keep it the same then I will find a different contest to hold so that somebody out there will get their shiny.

    What do you guys think?

    Level 4 on Pokemon Tower Defense UPDATE

    I must say that I am sorry about the confusion, level 4 is not completed yet, I'm going to make a small update that will make that more clear on the game, again sorry about that, I plan to have it done within a week so stay tuned. I guess while I'm here I'll also mention that the pokemon leveling is capped at level 10 for now, this cap will go up when level 6 of the game comes out. Thanks again for the great feedback! Keep it coming :D

    I responded to the previous blog post in the comments here is my response:

    "Thanks for the feedback guys, now time to answer some questions.

    @Kevin, Bradly, Michelle, Ben - I posted a new blog entry about it, but your phones are not the problem the problem is that I haven't completed level 4, it will be coming in about a week, also evolving is implemented but since the level cap is at 10 only 2 pokemon can evolve right now (caterpie and weedle).

    @Anonymous - Thanks, the reason I released it without finishing it is that it's going to take a good amount of time to get everything I want in there, so I rather people can start getting a taste of it and giving me their feedback so that I can make it better in the end."

    Pokemon Tower Defense is out now on Android!

    Finally got around to releasing it, the game is very much still at an early stage but I will be updating it on a weekly basis. Enjoy!

    Pokemon Tower Defense


    Pokemon Tower Defense
    Attack in Oak's Lab

    Pokemon Tower Defense
    Choose your starter Pokemon

    Pokemon Tower Defense
    Team Rocket up to no good!

    Ager Sanguinis Punic Wars - update

    Good news!

    Following a conversation with Brent Oman of Piquet Inc. and Andrew Hubback of Miniature Wargames I have an announcement to make regarding Ager Sanguinis Punic Wars. The rules will now be published, in full, in colour, as an advertisement free centrefold pull out in Miniature Wargames (issue to be decided).

    I would like to thank Brent for giving his permission to publish. Ager Sanguinis is largely based around classic Piquet & Field of Battle mechanics and his permission settles any copyright issues.

    I would like to thank Andrew for committing to such a large, one off, and very 'usable', publication; Ager Sanguinis Punic Wars is a rule book not an article; it will take up considerable magazine space - a bumper issue, me thinks. Those who have the bumper issue with Ager Sanguinis Crusades in it will be familiar with the excellent job Andrew made of it (if you have a copy hold onto it, this edition has completely sold out).

    Peter J. and I are still play-testing the finer points of ASPW. One of the hardest things to get right has been triplex acies formation but, we think we've completely cracked it now. Those familiar with the period will know what an essential aspect of Middle Republican Roman warfare this is. In fact, getting the Roman side of the game right has proved the most difficult thing to do full stop but, again, we think we are about there.

    Here are some more shots of the current play-test game.


    In the centre the battle continues to be hard fought. Here velites turn to cover the rear of the Roman line from marauding Numidians, and Roman cavalry on the left attempt to halt the press of Carthaginians with flank charges.


    The Carthaginians were winning the infantry battle, they thought they have it in the bag and were about to turn the Roman infantry flank, when the Roman Stratagem card was turned - Hidden Ditch. This is a card from the army characterisation deck - a new addition to Ager Sanguinis - sneaky huh!

    The characterisation deck adds lots of flavour to the standard (and expanded) sequence decks and sorts out army morale points. It features 'stratagems' including reinforcements, heroic speeches, hidden ditches, secret paths,etc. It also features replacement sequence cards, such as 'Aggressive, melee Up 1', wild cards, etc. These give an army some 'soul' and make a pick-up game feel like a scenario.


    The Carthaginians decide to up the stakes by trying to outflank from their left (this side of the battle was quiet except for some desultory skirmishing) with Libyan phalanx marching in column through the woods to force the Roman cavalry away and open the door. Pressure was also brought in support of the main attack across the river - the Gauls stopped mooning from the woods, pulled up their baggy trousers, and charged!
    We will continue this game next week.
    I'll let you know when Ager Sanguinis Punic Wars is finished and when Miniature Wargames will publish.

    Ever want to be immortalized in a game system? Here is your chance….

    Here is your chance to have a character, a major settlement, a military unit, a planet or planetary system, and yes…even a model named after you or given a name of your choosing. (Pending Approval).


    Currently called the Black Widow... Could be named?? You decide.

    I could lock myself away and develop Iron-Core in a vacuum, but I prefer to hear other viewpoints and receive input from the community that will be using this system. I will post rules sections on the forum for review, any input that ultimately ends up in the game will earn the poster -Contribution Points-. When the game goes to beta testing the contributors will be notified as to what level they have earned and will be given the choice to use either their name or a fictional name of their making.

    The contributors may then submit three names (I will choose one of the three) that will be used to name a character, a major settlement, a military unit, a planet or planetary system and even a model, created or yet to be created. Naming a model will be reserved for those who have made many or major contributions to the Iron-Core universe or game system. Contributions can be as small as catching typos or as large as sweeping changes to the game system.

    Play testers: When the game goes beta, I will open the Contribution Point system one last time. Any changes to the game system or astute observations about rule sections in your play test reports will earn you points towards immortality and one last shot at naming game assets.

    As with all contributions, they must be given freely without expectation of financial or other reward. The goal is to make a game system that can be enjoyed by all; your reward will be the satisfaction of knowing you contributed to something that brings enjoyment to the gaming community, and perhaps bragging rights to the name of a game asset.

    I look forward to your participation and hope that the completed game is one that you find enjoyable.

    All the best,
    Mark Mondragon

    Forum Link

    Ager Sanguinis Punic Wars - playtesting continues

    This battle was set up to test virtually all of the mechanisms in Ager Sanguinis Punic Wars at once. Peter and I agreed to fight the battle in a friendly rather than competitive manner (though winning will count!) over two or three sessions so that everything is done 'correctly'. We think the rules are almost done, we are now fine tuning them, and the game has to stop from time to time so we can discuss outcomes.





    As can be expected in a battle involving a river crossing the game had a cagey start. Skirmishing erupted along the entire battlefront. The Carthaginians got the better of it. Then the Carthaginians made their first move of consequence. The Gallic masses swept over the wooded hill (Carthaginian left centre) and though the Romans countered by sending in their own Gallic allies, again it was the Carthaginians who prevailed. Their Gauls swept down the forward slope and taunted the Romans from the trees.




    In the centre it was the Romans who moved first. Sending their legionaries forward they were counter charged by veteran Iberian foot as they reached the far bank. The shock was too much for the Roman hastati and they recoiled back to their own side of the river with some heavy losses. Indeed, it was only the flexibility of the Roman triplex acies which stemmed a collapse - Roman principes being hastily rushed forward to defend their own river bank.




    On the Carthaginian right, the Gallic, Iberian and Numidian cavalry moved to outflank the greatly outnumbered Roman cavalry (odds of 9:4).




    On the Carthaginian left the cavalry wings of both sides advanced, but both were reticent to force the issue.
     

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