Showing posts with label Hero Tower Defense. Show all posts
Showing posts with label Hero Tower Defense. Show all posts

Weekly Progress: New PTD Fan Film, New Race for HTD Approaches!

Want to get the Shiny legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! 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!


Okay lets talk about some new exciting stuff! First my brother just published episode 3 of the Pokemon Tower Defense Fan Film, this is probably my favorite one so far, click here to check it out now!


Also the artist for HTD have been hard at work on a new race for HTD and are planning to unveil it soon, check out the teaser shot on Kevin's blog, click here to check it out!

For PTD 2 I'm still working hard on getting it done, I've been trying to post more pictures and even movies about my progress so you guys can see what is coming.

Fixing bugs (50%)
Have Speed altering effects affect the pokemon's attack speed (100%) 

1v1 mode - level 1 (100%) - Intro level, pretty easy and short.
  • Level Intro (100%)
  • Level Layout (100%)
  • Level Waves (100%)
  • Level Ending (100%)
Level Ending Screen (Postponed) - A stat screen that will tell you how much money you earned on the level plus other things.
Pokemon Upgrade Screen (100%) - Adding the two suggestions that you guys requested, being able to change your pokemon in the screen and showing the pokemon's stats. Other additions are showing the nickname of the pokemon along with its name, showing the gender by symbol and background color. Also you can see that you can see your abilities and their description and also change them before the level. Finally I added a new pokedex button that will take you to the pokedex information of this pokemon. It will be more detailed than in ptd 1. You can see a work in progress shot below. (Note: I'm using pokemon with random moves in them for testing purposes, you can't learn these move on Onix without hacking)

Newer version, female onix, pokedex button, and ability window

Level User Interface (100%) - The Level UI will be changed to incorporate new mechanics and to not take up as much space as the previous one. Some new features you will notice in the screenshot below is being able to change a pokemon's move mid battle without having to go to the pokemon check menu, it will also help you keep track of the move's cooldown (not pictured below). Another thing you will notice is zoom, speed, and other info will be smaller and not take up as much room as before but still very visible. Where the pokeball used to be there is now a temporary box and an arrow. The box represents the current item you have selected. To change the item you click on the arrow to get a quick menu to pick your item. Items you can pick will be different pokeballs, medicine, berries, and battle items. The last thing you will notice is the 3 professor oaks on the side. For the story mode you will be able to use your traveling partners pokemon in battle! So you will be able to swap between the 3 trainers. One thing that is missing is the menu button, pause button, the special abilities button and some other small things.

Latest Version of the Pokemon Buttons


Party Selection Screen (100%)- Slightly refined, added new sorting options that you guys requested, plus additional settings to each sorting option as seen in the pictures below.

Showing new sorting options with sub menus

Any attacks that need to be modified for level 1 (100%) - Setting up the new stacking debuff mechanics. No longer will stat changing attack run out. They will also stack so you have to keep applying it to get the max effect. Watch the video below for a small preview. The graphic will get slightly bigger and stack as the debuff stacks. Also your pokemon will prioritize targets that have the lowest stack or no stack at all.
Attacks Completed:
  •  Tackle, String Shot, Harden, Confusion, Poison Sting, Fury Attack, Tail Whip, Quick Attack, Focus Energy, Bite, Sand Attack, Gust, Peck, Growl, and Leer.
Level 1 Pokemon Abilities (100%) - Adding any missing abilities for the pokemon found in the first levels.
  • Keen Eye, Tangled Feet, Big Pecks, Shield Dust, Run Away, Shed Skin, Compound eyes, Tinted Lens, Swarm, Sniper, Guts, and Hustle. 
Pokemon can now learn attacks before and after they evolve on a level up (100%) 
Creating the profile, profile_story, profile_1v1 classes (Programmer lingo) (100%)
Pokemon Buying Screen (100%)
Loading (100%)
Saving (100%) 
Item Buying Screen (Postponed) - Items will be postponed for near future update.

    During the week I will keep adding more things and updating what I'm working on. This will give you a better look at where I am at with getting the release done.

    thanks for all the support, I really want to get this out to you guys so please be patient! As always let me know what you think about the fan film, htd race teaser and ptd 2 progress! Thanks!

    Hero Tower Defense: Scheduling

    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.



    Alright, time for a update on some HTD related stuff. First off as you may have noticed from the title and date of this post is that I will no longer be sticking to a new HTD post every Thursday. Reason being is that sometimes there just isn't much to report since we are taking our time with the new releases even though we are continuously working on it. So it would seem to make more sense to just make a post only when there is something worth posting about rather than trying to fill a weekly requirement. Plus it uses some valuable time that I could be using to work on the game instead. With that said I'll still be posting about HTD fairly often just not as consistently as before.

    Now onto business. Sam and I put on our business hats and decided that the best thing for us would be to let Sam focus on getting PTD2 going and put the programming for the new HTD graphics setup on hold. The reason is a pretty clear one, more people want to see PTD2 than HTD and we're all about giving you guys what you want. However, don't mistake this to mean HTD progress is stopping. That's not true at all, all that's on hold for now is the programming part, the graphics are still being worked on. If you've been following Kevin's blow you probably already know this (linke at the bottom of this post). In fact, once Sam gets a playable version of PTD2 out he will be dedicating some extra time to HTD in order to get everything moving again. Another thing to keep in mind is that since the graphics are still being worked on in the meantime that the next release of HTD will contain even more reworked content than we originally planned for.

    For those of you that have been looking forward to the next HTD release (like me) and have been patiently waiting, I apologize for the temporary delay but it's ultimately a better route for the company to take. It shouldn't be too much of a delay though really. And for those of you who want to point out Ninja-ja I'll assure you this is a different case because there is more than just one person (me) working on HTD. Plus, a new version of Ninja-ja WILL come out eventually. I just need to find time for it which is scarce these days.

    Thanks for all the continued support guys!


    In the Works:


  • Design

    • Commander/Player Skills (25%)
    • Stat Progression (5%)
    • Pet System (50%)



  • Graphics

    • Unit: Human Male - Animations (90%)
    • Unit: Race #2 - Concepts (20%)
    • Unit: Race #3 - Concepts (10%)
    • Unit: Fire Gecko - Concepts (80%)
    • Unit: Creature #3 - Concepts (20%)
    • Unit: Creature #4 - Concepts (10%)
    • Weapons: Batch #2 - Assets (20%)
    • Armor: Batch #1 - Assets (10%)



  • Programming

    • Interface: Setup (75%)
    • Unit: Setup (10%)


    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Be sure to leave any ideas, suggestions, or other feedback you might have in the comments! Thanks!


    -Dan

    Hero Tower Defense Thursday: Day 42 - Creatures Vs Races

    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.




    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 41 of Hero Tower Defense Thursday.




    Progress on the new art and graphics system is still underway and is going well. We're doing our best to get a new release out to you guys ASAP but we aren't looking to rush it out just so we can have something. I never liked seeing that happen in other games and then having to deal with all sorts of annoying bugs. Granted we're a small group and can only find so much but we do what we can. :)

    Now, on to the topic at hand. Creatures Vs Races! In HTD when we say Creatures we are typically referring to enemy units and when we say Races we are referring to playable heroes. However, there will be units that are both playable races and creatures that you fight. The HTD world isn't one with race wars going on with one versus another but rather just a world full of all sorts of races and creatures that have various factions within different groups. Some are good, some are bad. This allows us to be a bit more versatile when it comes to designating enemies for maps because we can mix various kinds of units together and still have it make sense.

    You might be wondering why aren't all units just creatures and playable races. Well, because it would be difficult to make something like a slug into a playable unit. The playable races require far more animations and set up in order to work with the system we've established. The main reason is because they are dynamic and allow for weapon and armor swapping which requires a lot more assets and work. However, we can always use creatures as companion pets/combat pets since they are a more limited version of a playable unit. So some might end up being available in that respect.

    Another good thing about having creatures as pets and races as enemies is that we can reuse assets that we already have. It's a huge time saver and provides some additional diversity, especially the races. For example, we can use the human race as an enemy and have all the armor and weapons available to outfit them however we like and even give them variations among themselves. We can also use their animations to do different things with. All of this essentially for free since we already have them available for the playable human race.

    We're all looking forward to the next release and hope to share it with you guys soon. Thanks for the continued support!


    In the Works:

  • Design

    • Pet System (50%)
    • Interface Revision (100%)


  • Graphics

    • Unit: Human Male - Revision (100%)
    • Unit: Human Male - Animations (25%)
    • Unit: Fire Gecko - Melee Concept (75%)
    • Unit: Fire Gecko - Ranged Concept (75%)
    • Unit: Meerkat Non-Combat Pet - Concept (25%)
    • Unit: Goblin - Concept (25%)


  • Programming

    • Graphic Processing Revision (75%)
    • Saving Inventory and Equipment Setup (0%)



    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Be sure to leave any ideas, suggestions, or other feedback you might have in the comments!


    -Dan

    Hero Tower Defense Thursday: Day 41 - Show and Tell

    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.




    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 40 of Hero Tower Defense Thursday.




    Unfortunately the new release won't make it out this week because we were originally thinking we could set up the new interface menus using a mix of the old graphics process with the new graphics process. It seems now that we can't actually do that or it wouldn't be worth it because we'd have to redo it anyway. So we're taking the more efficient route by continuing to work on the new graphics process and then once we have that set up we'll be able to throw together the new interface and it'll be set for good. However, I wanted to give you guys a little bit of a preview in the meantime.

    Hero Customization Screen

    This is the Hero Customization screen where you'll be able to change things like your Race, Hair Style, Colors, etc. You might notice that there's no character roster at the bottom. This is because this screen won't always be available, it's more of a triggered screen that will become available when you are presented with the option to change some of those features. For example it'll appear when you start a new game in order to make your main hero and when you get new customizable heroes or items/quests that allow you change race or hair color. For testing purposes we'll be allowing easy access to this screen from the Party Management screen till we are at a more finalized version of the game.

    Party Management Screen

    Next is the Party Management screen where you'll be able to set up the group you'll take into battle, enter battle, and for now, access the Hero Customization screen. On this screen you can see the character roster, navigation buttons, and a preview of the currently selected hero. The preview will also show you the hero's name, native element (behind the character), and their currently active skills. The Enter Battle text and icon will light up when there's at least one character in your active party.

    Inventory Screen

    And lastly we have the Inventory screen. Your currently selected hero's equipment is on the left and the shared inventory (all characters use the same one) on the right. The check marks on the Helm and Cloak slots are toggles for turning those items visually on and off. In order to see the details of any items/skills you would just hover the cursor over it and details for it will pop up in a window.

    That's all I'm going to show for now, don't want the post to get too large. There are still some placeholders at work here but as you can see it's mostly an overhaul. Hopefully we can get a new release out for you guys soon so you can try it and provide us with some feedback. As you can see we're hard at work though and things are coming together nicely, the current content just takes some time to put together.


    In the Works:

  • Design

    • Pet System (50%)
    • Interface Revision (90%)


  • Graphics

    • Unit: Human Male - Revision (90%)
    • Unit: Fire Gecko - Melee Concept (75%)
    • Unit: Fire Gecko - Ranged Concept (75%)
    • Unit: Meerkat Non-Combat Pet - Concept (25%)
    • Unit: Goblin - Concept (25%)


  • Programming

    • Graphic Processing Revision (75%)
    • Saving Inventory and Equipment Setup (0%)



    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Suggestions and ideas are always welcome in the comments, thanks guys!


    -Dan

    Hero Tower Defense Thursday: Day 40 - Revised Graphics and Interface Progress!

    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.




    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 39 of Hero Tower Defense Thursday.




    Hope you all had a good holiday weekend! We were all a bit busy visiting with family and such so no game update this week. However, we have been making good progress with all the revising we have going on. The graphics are moving along and the revised interface is just about finished so we should be able to release a new update next week. There's still some tweaking to do but overall it should be a big improvement over what we currently have which is mostly a bunch of placeholders.

    Some of you have commented on how it felt clunky and a bit confusing and that's definitely one of things we've addressed. This new set up should make all the menu screens much easier to navigate and more intuitive. One of the main features is that you can change characters from any screen and the navigation buttons that let you go to other screens are always available. We'll also be making use of tooltips for further instruction as well as displaying things like skill and item details.

    With the interface out of the way I'll be able to help Evan with some of the 3D assets which should also help speed things up. Evan is working on the animations for the Human Male character which requires rigging the model in order to make it easier to animate. I'm getting a render scene set up which will be used for importing any assets and then rendering out frames for all three angles, lighting, and position. Once we have those frames Sam can take and implement them into the new system which will allow him to proceed faster and easier since he'll have some reference graphics.

    So things are moving along slowly but surely. As I mentioned before we hope to have a new version available for you guys next week which should include all the new interface menu screens. We hope you guys will like it and we'll definitely be looking forward to everyone's feedback!


    In the Works:

  • Design

    • Pet System (50%)
    • Interface Revision (85%)

  • Graphics

    • Unit: Human Male - Revision (85%)
    • Unit: Fire Gecko - Melee Concept (75%)
    • Unit: Fire Gecko - Ranged Concept (75%)
    • Unit: Meerkat Non-Combat Pet - Concept (25%)
    • Unit: Goblin - Concept (25%)

  • Programming

    • Graphic Processing Revision (65%)
    • Saving Inventory and Equipment Setup (0%)


    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Suggestions and ideas are always welcome in the comments, thanks guys!


    -Dan

    Hero Tower Defense Thursday: Day 39 - Community Request: Playable Races!

    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.




    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 38 of Hero Tower Defense Thursday.




    Just a short post this week while we continue to chug away at the next release which should be coming soon. Another benefit of the new graphics system is that it will allow us to more easily add additional playable races. Before it meant an exponential amount of more work when adding armor because of all the additional frames required for the new race. Now, since it's in 3D, it's just a little extra work fitting it to the model of the new race and then rendering out all the necessary frames accordingly.

    So, what this means is we have a lot more flexibility with what sort of playable races we can put into the game since the workload is far less significant. This works out because we weren't going to have much focus on race wars and factions but rather on good and evil. In other words it'll be a common occurrence to see a mix of races working together on everything from daily tasks to fighting a common enemy.

    This is where you guys come in. What are some races you would like to be able to chose from? Are you a fan of the tried and true trifecta of Human, Orc, and Elf? Are you more interested in an obscure race that you don't see so often such as Golems (like Kevin!)? Tell us what sort of races you'd like to be able to play as in the comments!


    In the Works:

  • Design

    • Pet System (50%)
    • Interface Revision (75%)

  • Graphics

    • Unit: Human Male - Revision (75%)
    • Unit: Fire Gecko - Melee Concept (75%)
    • Unit: Fire Gecko - Ranged Concept (75%)
    • Unit: Meerkat Non-Combat Pet - Concept (25%)
    • Unit: Goblin - Concept (25%)

  • Programming

    • Graphic Processing Revision (50%)
    • Saving Inventory and Equipment Setup (0%)


    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    And of course, leave any suggestions, ideas, or other feedback you might have in the comments!Thanks!


    -Dan

    Hero Tower Defense Thursday: Day 38 - New Weapons! Revised Player Controls! MOAR Artists!

    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.




    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 37 of Hero Tower Defense Thursday.




    Alright well we're back up and running after some technical difficulties. Hopefully that doesn't happen again but you never know. You tend to run into some speed bumps no matter how much you plan ahead. Speaking of speed bumps, the transition to the new graphics system is going well. Evan just finished up a nice 3D model for the Human Male and will now start implementing the animations. We have to take things one step at a time since this is our first go at setting things up this way but once we have a system in place things will speed up. I'll also be helping with some of the 3D assets once I finish re-arranging the Interface and some other design and management tasks.

    Kevin and Bill have been working on some new Creature concepts and we've also picked up Josh, another enthusiastic artist who is excited to work on some concepts for us. We've also picked up some assistance from Sam's brother, Joel. He'll also be helping with some art concepts and assets.

    So you've probably noticed by this point that we've only been picking up additional artists, and lots of them. There are a few reasons for this. Primarily it's because art tends to take more time than everything else because of the sheer amount of art work required for video games. They have to create concepts with multiple views, then they have to be modeled in 3D, textured, rigged for animation, animated, and then rendered. And all throughout that process thing have to be tweaked, changed, and approved. In other words, it's time consuming. It's also better for the art to be done before programming so that when the programmer (Sam in this case) codes in something new he has the art assets to go with it. As you've probably seen we currently have a lot of placeholders scattered around HTD. That's because programming is ahead of the art right now. Granted we have to redo a bunch of art now with the new system but that is something that's pretty unavoidable and necessary, but it's a logical move in the right direction and we all agree it's worth the extra time and effort.

    Now then, on to more fun topics. We put a new version up with some new weapons! These were some of the last assets done with the old graphics system so we decided we'd just throw them in. And yes, some are massive, but who doesn't like swinging around huge weapons? The Boomerang is a melee weapon for now, but don't worry it won't stay like that, it's just a temporary arrangement. We also couldn't add the Ranged weapons we had made because we don't have a ranged animation yet and it'd look pretty silly trying to make it work with one of the current animations. So we're leaving those out for now.

    Lastly, we're going to change the way the player interacts with the game a bit and make you more of a commander and less of a 5 person entity. Right now you have access to 5 characters and all of their active skills which you can use manually at will. We've come to the conclusion that this is too micro-intensive for what we want to do so we'll be removing that aspect of interactivity. They skills and everything will still be there to setup your characters with but they'll just do them automatically in combat and will be affected by the behaviors once we have those in. All we're really doing is removing the manual override you can do during combat. We will, however, be adding some new skills that only you, the player, can do. These skills will be along the lines of the Class Native Skill (the same for all heroes, it lets you transfer charges to another Hero), a skill that lets you temporarily power up a character, perhaps a skill that absorbs all charges your heroes have and then unleashing a powerful attack, and probably combination attacks where you'll select multiple heroes to perform a powerful attack that differs depending on the Native Elements of those heroes. I'll elaborate more on this later but we think it'll free up up the player to focus on more fun tasks like strategy and power moves instead of trying to micromanage every hero.

    So, as we continue to catch up again on the new art and graphics process have fun with the new weapons and let us know what you think about the idea for the new player skills. Thanks guys!


    In the Works:

  • Design

    • Pet System (50%)
    • Interface Revision (50%)

  • Graphics

    • Unit: Human Male - Revision (75%)
    • Unit: Fire Gecko - Attack Concept (75%)
    • Unit: Meerkat Non-Combat Pet - Concept (25%)
    • Unit: Goblin - Concept (25%)

  • Programming

    • Graphic Processing Revision (25%)
    • Saving Inventory and Equipment Setup (0%)


    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Be sure to leave any suggestions or ideas you might have in the comments!


    -Dan

    Technical Difficulties

    Want to get the Shiny legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! 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!

    UPDATE 5/15/2012 2:46AM EST
    The game and the pokemon center should now be up and running! I'm still transferring some pokemon from inactive accounts over but that will be good to go in a couple of days. It's good to be back!
    -Sam


    As many of you might have noticed, if you are an avid Sam and Dan Games fan, the Pokemon Center and the game will not load or save. This is due to our current host GoDaddy. We pretty much have outgrown their shared hosting plan so in order to not cause problems they added a filter that will block very active users from the sndgames.com server. The solution to this is to move to a more capable hosting service. This process is not an easy one and it takes a large amount of time to complete due to the vast amount of data that needs to be transferred . I ask for your patience in the matter. We will still be working on our games HTD, PTD 2, and ANPO while this is happening so it doesn't mean all progress has come to a halt. We will keep you updated on Twitter and here on the blog on the progress for getting PTD back on its feet and ready to go. Even if we had a 100 people this process would take a couple of weeks. We will get it working asap. Thanks for the support.

    P.S. You will not lose any data that was saved.
    P.S.S. We can't process any orders for the SnD Coins as well since that involves accessing the site which we are both currently blocked from. We'll respond with an email accordingly to any orders that come in and will process the orders as soon as we can.

    HTD: Since the latest 3 posts are all rather significant I'm just going to post a small HTD update here in order to keep them all on the front page. As noted above we're having some issues that we need take care of ASAP. Since Sam has heavy involvement in that process we are pushing off the next HTD release till we get this server issue resolved. The next HTD release will contain a bunch of stuff that we've be working on (Not including reworked graphics) and we'll be continuing to work on everything in the meantime. Sorry about the delay guys!
    -Dan

    UPDATE 5/11/2012 7:17PM EST
    Good progress has been made, I'm in the process of moving the databases to a new server. I moved the user database which has over 2 million entries on it today. Along with the small HTD database that only has 60 thousand entries. There are 8 different pokemon databases, the biggest one has 11 million entries in it. Smallest one has over 1 million. Sadly I can't automate this process since I don't have direct access to the server. I have to slowly take chunks of the database (about 200k entries) and import them on the new server. So we are seeing the light at the end of the tunnel but we still have to dig for quite a few days and then test everything to make sure it works. In the meantime since I moved the user database and the HTD database (which was tiny and took a few minutes) HTD is now playable again!
    -Sam

    Hero Tower Defense Thursday: Day 37 - Decisions, Decisions

    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.




    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 36 of Hero Tower Defense Thursday.




    This week we have some good news and some bad regarding the current state of HTD. As some of you may have noticed the game has started to run rather slow as we've been adding more and more to it. This was a worrying sign as we knew it would only get worse as we continued to develop the game. We also want to release HTD on other platforms, particularly the phone markets. The phones run far slower than the PC so we knew we were in trouble and needed to start looking into a solution.

    After some research we did find a solution and did a few tests which were giving us some positive results. However, in order to take advantage of this solution it requires the graphics to be processed a different way than how we've been doing it. There are a lot of little details involved in this that affects how the graphics are drawn and animated but essentially we have to revise the majority of the graphics. So with that in mind we started discussing our options and other concerns that we might be able to fix since we have to adjust the graphics. This led to the concern of the armor requiring a lot of work, which we were already aware of but if we could somehow make it easier it would save a lot of time. We didn't want to reduce the amount of character customization that the players would be able to adjust using equipment and other items because we know a lot of people enjoy that aspect of the game. Plus, it was something we really wanted to have as developers.

    We spent some time thinking about it and discussing it and decided that perhaps the easiest path to take would be to make all the graphics in 3D instead of 2D. It would still have a similar cartoony/anime style to what we have now because the 3D graphics would be rendered out using a cell shading method. The reason for going to 3D is because it removes a lot of tedious work after the upfront work is finished. Here's a few numbers to give you an idea of what we're talking about here. On average we have around 3 frames per animation and estimate to have about 8 animations for the characters. So right there we have 24 frames, now that's only one angle. HTD has 3 angles (Front, Back, and Side which mirrors) so now we have 72 frames to draw, per item. So take a helm for example, that requires 72 frames ot be drawn. A full suit of armor (6 parts) is 432 frames that have to be drawn and that's just for one character, one race, one gender. The female would require a different set of 432 frames for the same suit of armor. A different race would require another 864 frames for both genders, etc. As we add more more races the amount of work required for adding a single piece of armor increases by a lot.

    So with that in mind let's go back to 3D. I work 8 hours a day doing 3D for my full-time job and Evan has been working in 3D for awhile and taking some classes in it as well. Kevin and Bill are more specialized in 2D but their talents aren't lost because we need lots of concept art for both designs and animations, and both of them are very good at it. So how does 3D help us solve our problem? Let's take the helm as an example again. First, we'll have to model it based on concepts. Then we set it up on the character. That character would be animated to match the concepts. Once he is set up with the animations we never need to deal with them again. Since it's 3D we can just attach the helm object to it's proper location on the character and it'll position itself for all the animations automatically. Sometimes we might have to manually adjust it for certain frames but it's still a one-time set up. After that we have cameras and lights set up for each angle all we have to do is hit the render button and it'll give us all 72 frames or 432 frames for a full suit within minutes. Adjusting it to work on another gender or race is also far easier, just some slight adjustments and it'll be all set. Also making different colors and such will also be much easier and faster.

    While 3D does require a bit more upfront work, in our case it's very much worth it and we'll be able to keep all our customization that we wanted to have available to you guys. Now, this isn't like we're redoing the whole game, it's just the graphics really. Sam has to implement the new method of processing the graphics in order to speed up the game, which he's working on now, but once that's done we'll be right back to developing the rest of the game using placeholders and whatnot. We'll be leaving all the current graphics in as is for now. We may or may not add them as we go or just wait till we have a bunch done and do it all at once, we'll see.

    So that's where we're at. It's a speed bump but worth working through. This is just part of the developing process, it's nearly impossible for a small team to prepare for every obstacle and plan everything out perfectly. Plus the way we are doing it with giving you guys updates as often as possible through the whole process can complicate that a bit as well but it's more fun for us. We should be able to catch up graphically in a reasonable amount of time since all the concepts and animations are already done for the assets we have now. There won't be an update this week and maybe not next week but we'll still be posting about our progress as we go. We're certain this is the way to go so bare with us while we make this transition, it'll be worth it!

    In the Works:

  • Design

    • Pet System (50%)
    • Interface Revision (25%)

  • Graphics

    • Unit: Human Male - Revision (10%)
    • Unit: Fire Gecko - Attack Concept (25%)
    • Unit: Skeleton - Concept (50%)
    • Unit: Meerkat Non-Combat Pet - Concept (25%)
    • Unit: Goblin - Concept (25%)

  • Programming

    • Graphic Processing Revision (10%)
    • Saving Inventory and Equipment Setup (0%)


    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    As always any feedback is welcome, let us hear what you have to say in the comments! Thanks!


    -Dan

    Pokemon Tower Defense's Final Release! A postmortem, and looking forward to the future!

    Want to get the Shiny legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! 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!

    It has been a long time coming but the end of Pokemon Tower Defense is here! From start to finish it has been a year and a half. Blood, sweat and tears! But the outcome has been more than worth it. We have leveled up, and evolved so much from the beginning. We went from hobbyist to full time game developers. From no fans to thousands of fans. This is only the beginning of our long journey and we want you to come with us!

    As you move forward in any stage of your life it's important to look at your successes and your mistakes. There is a lot of valuable information in these things, especially your mistakes. In our case we will examine what I think went right in PTD and what went wrong. These things will help me with the development of PTD 2.

    What Went Right

    1. Crossing Pokemon with Tower Defense - This was the most critical element to the success of the whole game. Fortunately we got it right. I knew just the name Pokemon Tower Defense would catch many people's attention but the combination of elements will make them stay. From catching pokemon and using them as your towers, to having your towers stay leveled up and evolved between levels. This is something that I plan to continue and expand for the sequel. Adding breeding and pokemon holding items among other things will help the game move to the next level.

    2. Community Involvement - Adding the feedback button and asking for help to improve the game, especially in the early stages of the game really helped to build the community. This is something that we will continue to do with all our games. Your feedback from comments, emails, votes on polls heavily influences the direction that our games take. Votes usually affect the games directly.

    3. Weekly Updates - Waiting for the game to be completed was something that I couldn't afford to do. Releasing a game is similar to rolling a dice. The odds are mostly against you. The longer you take to roll the dice (release a game) the more risk you take on. Working on a game for some months and releasing it as an Alpha helps me to see if people are into a game and see if its worth spending more time on. Once the game was a success people just wanted more and more. I thought it would be great to have a new release each week almost like a TV series. Fans would be looking forward to the release each week, keeping the interest in the game going while being able to expose the fans to new ideas that I have for future games.

    4. Pokemon Center - The Pokemon Center, most specifically the Trading Center was a great success even though it is very basic right now. It gave a chance for you fans to trade each other. I was also be able to add other options like the game corner to add other things to do in the game. The Pokemon Center will get improvements for the sequel that will make transferring and trading a whole lot easier. The ads on the Pokemon Center also help to fund the development of the game.

    5. SnD Coins and Adoption - Snd Coins and Adoption really help fund our future games and also gave you the fans a chance to support us more directly while getting something in return. This system will be used for all our future games including PTD 2. In the near future we will add more ways to get the coins.

    6. Game Story - Adding the story to the game (most Tower Defense don't have a story) really helped to make the game more compelling and gave a lot of chances to add cameos for characters from the anime and game. Also it added the opportunity to add references to other media that I enjoy. PTD 2 will have a new story that is loosely related to the first game.
     

    What Went Wrong

    1. Weekly Updates - Yes, I know I put this on the what went right section but it also went wrong in a lot of ways. I really think the quality of the game suffered due to the quick update schedule. While I'm proud of how the game turned out as a whole I know that if I had more time the quality would have risen drastically. Many times I found myself with a lot of interesting ideas but not having the time to implement them in time. The story suffered a lot also do to quick updates. Epic fight scenes were turned into just something mentioned in the dialog instead of me being able to show it. For PTD 2 we plan to take more time to make sure everything is like we want it while still trying to maintain a good schedule. More on that later.

    2. The Grind - I felt that while some grinding was acceptable it was impossible to continue playing without having high level pokemon. This resulted in many people using the hacked version or having to grind out their characters while doing something else. I don't think this is fun and I want to reduce the need to grind in the sequel as I don't think it adds anything to the game. Shiny hunting will remain relatively the same but that is something that is optional.

    3. Multiplayer - I had many grand ideas for multiplayer but I never got the time to fully realize those ideas. Also the way I set up the attacks in the game didn't lend themselves for multiplayer which affected how synched the levels are (not very). For the sequel I want to rebuild the attacks to work for a multiplayer setup. Also focus more on the multiplayer as it adds re-playability to the game.

    4. Updating the game - Another big part that went wrong getting the update to the players. A lot of sites probably have older versions of the game that don't even work. For the sequel I want the game to check for the latest version and update itself so that everybody can get updates instantly as I put them up and I also won't have to be sending out updates to 5 different sites.

    What else do you think went right and what else do you think went wrong? Let me know.

    Now for the future!

    My main focus now will be working on Hero Tower Defense, but that game will not be moving at the same fast pace as PTD so that will allow me some time to work on PTD 2 and our Creature Universe game (Project ANPO). I know some of you just want me to work on PTD 2 but the reality is that I also need to focus on original games that can take Sam and Dan games farther than a pokemon game can. Since we don't own the rights to pokemon I can't put the game on the different app stores and sites like Kongregate. Also PTD can get shut down at any point and I wouldn't be able to do anything about it so putting all my eggs in that basket is not a good idea.

    I'm sure Dan will mention on this week's Hero Tower Defense blog but HTD is going to be getting some significant changes in the graphic department that will help speed up the development.

    For Project ANPO Dan and I got to talk a lot about how the game will work and we made good progress on that. What I hope to do this month is work on a prototype so that I can start testing out the different mechanics that we have in mind and so that you guys can check it out and give us your feedback.

    For PTD 2 the question I get asked the most is "When is it coming out!?" Well to be honest I don't even know when it's coming out. I will keep you guys posted. I did have an idea which is to make a special mode that has a lot of re-playability that will use the generation 1 pokemon (since I have all their stats and graphics already created) and release that first which will give you guys something to do while the game is in development. But even this mode will take a while to build so I don't have any specific dates to give out. Just follow me on Twitter and follow the blog for weekly updates to the game.

    Alright guys, I really appreciate all the support for this past year and a half. I hope you enjoyed the game and if you want some more then I will be working hard to keep it coming. Thanks for everything you do!

    As always let me know what you think!

    Hero Tower Defense Thursday: Day 36 - Current Progress! Community Request: Crafting!

    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.




    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 35 of Hero Tower Defense Thursday.




    There won't be a release this week because Sam had some finals to study for but everyone has been working on things that'll be in the next update. Now that we have several artists helping us out we should be able to start adding more content each release. Loot drops, equipment/inventory saving, and character progression are soon to come along with some other things. We've also been researching more ways to improve performance and prepare for other platforms.

    Some other changes we may be making is increasing the available unit placements for the heroes. Most unavailable spaces would just be blocked by some sort of environmental obstacle or away from the edges to prevent some other issues. However, there will also be another layer of placements to accommodate non-grounded units like flying pets or a hero with a levitation effect on them. This will allow for more variation and strategy which is always nice.

    Another topic of discussion lately has been crafting/trade skills/professions (whatever you want to call them) and how they could work. We plan to have a lot of flexibility when it comes to changing the customization of your heroes. For example, you'll be able to change their hair color and hairstyle by doing something simple such as going to a nearby town. You'll also be able to alter the look and stats of your weapons through blacksmithing (either in town or perhaps through one of your characters). So say you have a sword with good stats and then you find a cooler looking sword later on that you like but it doesn't have very good stats, or vice versa. You could use a blacksmith to change your current sword to look like the other sword. So now you have a sword with the same stats but it has the new look. There may be some limitation to this in that it has to be the same type, e.g. a sword to a sword, not a sword to mace. The same could be used for customizing the way your armor looks.

    Of course, you'll also be able to gather materials and create weapons from scratch. This would probably work like your typical RPG and allow you to break down other items to gain materials. Also, you'll likely acquire rare materials from bosses and quests that could lead to more powerful items.

    we're throwing around some other ideas for crafting but I'm curious to hear from you guys about what you'd like to see or any ideas you might have. So leave us some of your suggestions in the comments and we'll be sure to check them out, thanks!

    In the Works:




  • Design

    • Story: Intro - Scene 1 (10%)
    • Pet System (50%)

  • Graphics

    • Inventory Screen (0%)
    • Skill Selection Screen (0%)
    • Light Skill: Radiate (Native) (10%)
    • Light Skill: Shinning Strike(T1 Physical) (10%)
    • Light Skill: Fleeting Light (T1 Magical) (10%)
    • Unit: Fire Gecko - Movement (100%)
    • Weapon: Edged Boomerang (100%)
    • Weapon: Tall Axe (100%)
    • Weapon: Boomerang (100%)
    • Weapon: Spiked Club (100%)
    • Weapon: Claw Knife (100%)
    • Weapon: Basic Crossbow (100%)
    • Weapon: Flintlock (100%)

  • Programming

    • Saving Inventory and Equipment Setup (0%)


    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Let us hear any of your crafting ideas or other suggestions in the comments, all feedback is welcome!


    -Dan

    Hero Tower Defense Thursday: Day 35 - HTD Pre-Alpha v0.015 Release! Nature Skills!

    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.




    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 34 of Hero Tower Defense Thursday.




    This week we bring you the Native and Tier 1 Nature Skills! We now have skills for each Element! The graphics for Light and Nature are placeholders for now but we'll be filling them in with something nicer soon.

    Nature Skills have a bit more focus on utility rather than damage or defense. It will still have those things but you'll see they are more strategic in nature, no pun intended. For example, the Nature Native Skill heals a little but also immobilizes (roots) the target for 3 seconds. Useful for catching enemies that could be running off or going after certain characters at the expense of healing them slightly. On the other hand you could be using it as stackable heal for a hero that is mostly stationary.

    You might wonder why you would use the Native Skill to heal instead of the Water Nature which heals for more and that can be answered with two reasons. One being Nature has additional utility in that it can also be used on an enemy to root them as mentioned before. And two, is that if an enemy is using a Nature Skill of their own that counters the Water Native then it'll wipe out the Water heal while the Nature heal would be safe.

    As I've said before this will all make more sense as more skills and such get added. Same goes for why you can target your own heroes with direct damage skills that typically one-shot them. There's a reason for this that hasn't been implemented yet and the damage/health ratios are skewed a bit right now so it's imbalanced. We'll be addressing this in due time though.

    One of the next things I'll be figuring out is how pets will work. I talked about pets awhile back in this post and got a bunch of good ideas from you guys so I'll certainly be taking those into consideration. Of course, feel free to offer some in comments for this post as well if you like. We always enjoy hearing ideas and suggestions from our fans!


    What's New:

    -Added Nature Skills (Using placeholder graphics for now)


    In the Works:


  • Design

    • Story: Intro - Scene 1 (10%)
    • Pet System (10%)


  • Graphics

    • Inventory Screen (0%)
    • Skill Selection Screen (0%)
    • Light Skill: Radiate (Native) (10%)
    • Light Skill: Shinning Strike(T1 Physical) (10%)
    • Light Skill: Fleeting Light (T1 Magical) (10%)
    • Unit: Fire Gecko - Movement (20%)


  • Programming

    • Saving Inventory and Equipment Setup (0%)



    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Feel free to leave any feedback you might have in the comments, thanks!


    -Dan

    Hero Tower Defense Thursday: Day 34 - HTD Pre-Alpha v0.014 Release! Light Skills! New Artist, Evan!

    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! 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!


    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 33 of Hero Tower Defense Thursday.




    Ok, so clearly it's Friday lol. I was away all Thursday so didn't have a chance to write the post and Sam was busy as well so we just put the update off till today. So, we'll just pretend it's still Thursday :P

    Ok then, we've added the Light Skills. Probably the first thing you'll notice is the graphics for the effects and icons are a tad different than the rest.. as in they either aren't there or are very basic. Don't worry though, they're just placeholders while the final versions are being developed. The Native Light Skill increases the Physical and Magical Damage of the target.

    We've also picked up another artist who will be helping us out with HTD graphics (we need a lot of them :D). So without further ado, welcome Evan! He's actually a friend of Bill's and is excited to be working with us on our games. Creating art for a game is very time consuming and tends to require more people than other areas so we're happy to have artists such as Bill and Evan helping Kevin out.

    Nature Skills will be coming up next and with those we'll finally have all the Native and Tier 1 skills available for each element. We've got several other things in the works so don't worry too much if you don't see the %'s in the progress lists below changing much. That's just a list of some of the more major things that are currently in the works. Sometimes we have to do a bunch of smaller things that we don't bother listing there.

    Thanks everyone!


    What's New:

    -Added Light Skills (Using placeholder graphics for now)

    -Made some performance tweaks

    -Fixed female hair toggle showing for males


    In the Works:




  • Design

    • Story: Intro - Scene 1 (10%)
    • Weapon and Armor Stats (100%)
    • Map: Intro - Stage 2 (100%)





  • Graphics

    • Inventory Screen (0%)
    • Skill Selection Screen (0%)
    • Light Skill: Radiate (Native) (10%)
    • Light Skill: Shinning Strike(T1 Physical) (10%)
    • Light Skill: Fleeting Light (T1 Magical) (10%)
    • Unit: Fire Gecko - Movement (50%)





  • Programming

    • Nature Skills (100%)
    • Saving Inventory and Equipment Setup (0%)



    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Any suggestions or feedback is welcome in the comments!


    -Dan

    Hero Tower Defense Thursday: Day 33 - HTD Pre-Alpha v0.013 Release! Multiple Profiles Screen and a bunch of new graphics!

    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! 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!


    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 32 of Hero Tower Defense Thursday.




    Alrighty, another week another update! This time around we've added a Profiles Screen where you can set up multiple profiles. Having several profiles will have more purpose later on when things are more locked down (they are very open right now for testing purposes) and we add more features like achievements and whatnot. There will be a delete option eventually as well but since they are fully editable there's no need right now.

    We've also added a bunch of new graphics for the menus that Kevin has been working on. Graphics for the some of the other screens are still in the works but you can get an idea of how things will be looking from these new ones. It certainly makes it look a lot more finished, so that's always nice to see.

    The Party Screen has been revamped a bit with the new graphics and now mainly uses drag and drop functionality. It's far less clunky this way and overall easier to use. Some of you have mentioned this in the comments and suggested such things so expect the whole interface to become a bit more intuitive as we continue with development.

    There have also been a few bugs you guys/gals have pointed out and we've fixed several of them. There's still a few we're working on but the biggest ones should be gone now. Thanks for pointing them out!

    Light skills will be coming soon, there were some technical difficulties in the graphics department because the pen to Kevin's tablet bit the dust and he had to wait a few days while a new one shipped in. All is well now though and we'll see about getting them in asap!


    What's New:

    -Login Screen Graphics

    -Profiles Screen (Multiple profiles)

    -Party Screen Graphics

    -Added Drag and Drop functionality to the Party Screen

    -Added a Menu button (little gear next to the Zoom buttons) in the upper right while in battle. It will return you to the Party Screen

    -Fixed a few bugs


    In the Works:



  • Design

    • Story: Intro Scene 1 (10%)




  • Graphics

    • Inventory Screen Graphics (0%)
    • Light Skill: Radiate (Native) (10%)
    • Light Skill: Shinning Strike(T1 Physical) (10%)
    • Light Skill: Fleeting Light (T1 Magical) (10%)
    • Unit: Fire Gecko - Movement (20%)




  • Programming

    • Light Skills (100%)



    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Thanks for the support guys! Your suggestions, ideas, and feedback are always welcome and helpful so be sure to stop by the comments and let us know what you think!


    -Dan

    Hero Tower Defense Thursday: Day 32 - HTD Pre-Alpha v0.012 Release! Inventory and Equipment!

    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! 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!


    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 31 of Hero Tower Defense Thursday.




    This week we get to implement one of the bigger RPG elements of HTD, the inventory and equipment systems! Well, the start of it anyway, it's rather limited right now but we'll be building on it. Once again the graphics for the menus are temporary for the time being. Kevin will be replacing them with nicer ones soon.

    The inventory is a place to store all your items that you gather through your travels. It will hold everything from potions to materials to ingredients to equipment. You can access the inventory and equipment screens from either the Hero Screen or by pressing the Inventory button in the bottom right during battle. The inventory itself is universal for all your heroes, they all share it. However, depending on the hero you have selected will determine which equipment is shown in the hero equipment window.

    You can see that there will be quite a few equipment slots. Not all will be visual, smaller items like rings and necklaces most likely won't be visible on your hero. You'll also have a Main Hand and Off Hand weapon slots for both melee and ranged weapons. Your character will automatically switch between melee and ranged based on the enemies distance and the skill the hero is currently using. We'll get more into this later but basically you'll have Physical and Magical based weapons which your hero will choose to use for optimal efficiency for whichever skill they are about to execute.

    Right now all that you can do is equip and unequip your armor and Main Hand melee weapon. You can move things around however you like; give each hero a different weapon, take off some of their armor, or take away all of their armor if you want to be mean (those of you that intentionally KO your own heroes will probably do this). Keep in mind that your equipment setup will no save for now, we're still working on that.

    Currently none of the items have stats yet so you'll just be affecting visuals for now but those are coming soon! There's a bunch of stuff in the works that are taking some time but we're slowly but surely getting there. Some of you may have noticed the game getting a bit choppy after awhile. We're currently in the process of fixing this and should be able to resolve it soon.


    What's New:

    -Inventory System

    -Equipment System


    In the Works:





  • Design


    • Story: Intro (100%)
    • Story: Intro Scene 1 (0%)
    • Class Skills: Tier 1 (100%)






  • Graphics

    • Inventory Screen Graphics (0%)
    • Light Skill: Radiate (Native) (10%)
    • Light Skill: Shinning Strike(T1 Physical) (10%)
    • Light Skill: Fleeting Light (T1 Magical) (10%)
    • Unit: Fire Gecko Concept (100%)





  • Audio

    • Sound Effects: Light Spell (100%)





  • Programming

    • Multiple Profiles (100%)
    • Light Skills (0%)


    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    As always feedback is welcome in the comments!


    -Dan

    Hero Tower Defense Thursday: Day 31 - HTD Pre-Alpha v0.011 Release! Buff/Debuff Icon System, 5th Hero, and More!

    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! 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!


    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 30 of Hero Tower Defense Thursday.




    This update introduces a 5th Hero who comes equipped with a 1H Hammer. With him you can now take a full party of 5 into battle! We've also added the Buff/Debuff Icon System, a new cursor, and some minor other tweaks. We're working on the Light Skills next and those should be fun. Then all that's left will be Nature! At least for Tier 1 Elemental Skills, there's still plenty more to come.

    For the buff/debuff icons you'll notice they are flashing, this is to warn you that they are about to run out. In this case these will always be flashing because the current skills only last a few seconds since they can be reapplied constantly. This won't be the case for all skills so when a buff/debuff lasts longer it will just stay solid.

    We're looking to start on the Inventory, Hero Stats, Leveling, Skill Point System, and Class Skills soon. Those will add a lot of the RPG mechanics we want into the game and then we'll finally have nearly all the core mechanics implemented. The Inventory will be pretty typical although looting will be a little different than usual. I'll go into more detail about that when we implement it. The primary Hero Stats will be the traditional Strength, Stamina, Intelligence, etc but there will also be some secondary stats like Elemental Attunement stats which basically make you both better with a specific type of element overall as well as more resistant to the harmful effects of that type.

    So look forward to those coming soon along with other cool stuff. We've also made progress with the development of the overall story (think of it like the main quest line) and will be starting to develop some more maps and such as well. So stay tuned!

    On a side note, the HTD wiki folks requested some information so I'll be adding enemy stats and other tidbits to the Play HTD page for viewing till we get in-game versions implemented. Keep in mind the information there is temporary, the names and stats will be changing.


    What's New:

    -Added Buff/Debuff icons (They flash when under 5 seconds which is currently all the time, there will be longer ones later)

    -Added 5th Hero

    -Character Names (This was actually already in but you have to do it at the Hero Screen)

    -Smaller Character Nameplates

    -Added 1H Hammer

    -Added New Cursor (It changes when dragging things)


    In the Works:




  • Design

    • Hero Stats and Points (100%)
    • Story: Intro (20%)
    • Story: Intro Scene 1 (0%)
    • Class Skills: Tier 1 (75%)





  • Graphics

    • User/Profiles Screen Graphics (100%)
    • Inventory Screen Graphics (0%)
    • Light Skill: Radiate (Native) (10%)
    • Light Skill: Shinning Strike(T1 Physical) (10%)
    • Light Skill: Fleeting Light (T1 Magical) (10%)




  • Audio

    • Sound Effects: Light Spell (0%)




  • Programming

    • Inventory System (100%)


    Also check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Any suggestions, ideas, or feedback in general is welcome in the comments. Thanks guys!


    -Dan

    Finished Moving, Pokemon Tower Defense One Year Anniversary, the last update, random game sequels, PTD 2 news, ANPO news, and more!

    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! 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!

    Hello everybody! I'm backkkkkkk!! So as many of you know I recently moved and getting internet has taken way longer than I expected so we had two weeks of PTD silence besides the update (which I hope you guys enjoyed (: ) I'm using slow public internet right now but on Tuesday (3/20) the cable company is coming to install internet (hopefully...) Update- Got internet! Woo! The move went well, I'm still adjusting to the new location, learning where the grocery stores are at and finding the best routes to use etc Thank to everybody who was concerned with how everything went, I really appreciate it :)

    Happy Anniversary Pokemon Tower Defense!

    Pokemon Tower Defense was first released to the Android Marketplace on March 10, 2011!  I remember releasing it and never expecting it to grow as big as it did, and I'm always very grateful to all of you guys and gals for making this happen! My goal for the game was to finish the story mode in a year or less and while I didn't complete my goal I think we got pretty close!  

    As a special gift the next Mystery Gift will be...... Regular Mew! This will be your first chance to get Regular Mew, after a week the gift will change and Mew will be added in the game with a secret way of finding it.

    The Last Update! (To rule them all?)

    So going back to completing the game... the next update will complete the game! Yes, you heard (read) right! The next update will contain all the remaining levels:
    • Power Plant (Zapdos, Electabuzz (Red Only), Magnemite) (0%)
    • Seafoam Island (Articuno, Seel) (0%)
    • Victory Road (Moltres) (0%)
    • Indigo Plateau (Fight the elite 4 and Mewthree), Unknown Dungeon (Mewtwo) (0%)
    PTD v6.4.1 is now out on the blog, it has a new level cap up to 100! New Mystery Gift - Regular Mew! Enjoy!

    Level cap to 100 and all the moves that are left (100%)
    • Implement in Game (100%)
    • Implement in Saving Code (100%)
    • Implement in Trading Center (100%)
    • Add new Moves (100%)
      • Aura Sphere (100%) - Mew (level 100)
      • Overheat (100%) - Victini (level 97)
      • V-Create (100%) - Victini (level 98)
      • Fusion Bolt (100%) - Victini (level 99)
      • Fusion Flare (100%) - Victini (level 100)
      • Sky Attack (100%) - MissingNo (Relearn Move)
      • Sharpen (100%) - Porygon (Missing Attack)
    • Add move names to Pokemon Center's Move List (100%)
    Mystery Gift Pokemon - Regular Mew (100%) - Out now on v6.4.1!
    Adding the crucial Lickitung NPC trade to the new level (0%)

    But as you might have guessed this update will take longer than a week. How long will it take? I don't even know myself which is why I will keep updating the blog with my progress towards finishing it. I really don't want to try to rush the ending since I want it to be very special. The reason I'm not releasing it little by little is that I really want you guys to experience it all at once.

    Random Game Sequels

    When I got my internet back and saw the huge pile of emails that I have there I saw a couple that were really interesting. Mostly regarding a game that I didn't make but it's called Pokemon TD 2: Kanto. If any of you were wondering I had nothing to do with this game at all. If you want to know what I think about it, then my response is... neat. I don't own Pokemon so the fact that somebody made this game doesn't bother me and I think that it is pretty flattering that somebody decided to make it, it's interesting to me to see the changes that he made to the game and friendly competition is always welcomed :) On a side note, my sequel will be about a million times better ;p

    Pokemon Tower Defense 2

    Speaking of sequels! You guys made it loud and clear in the last poll! 56% of you want instant capture with the pokeballs. Looking at all the comments and arguments made, I totally agree with you! What I will do is keep the 100% catch rate when weakened but still have multiple pokeballs, I'll think of ways to implement them without letting you capture the pokemon when they have really high health and then I will present the idea to you again.

    For PTD 2 I really want to introduce some elements to the game that will make the game fell fresh while still retaining what made PTD well PTD. Here are 3 new elements that I want you to look at and tell me what you think.

    1. The "candy" can move - When I say the "candy" I mean the thing that the attacking units will be after, so it can be candy, a pokemon, an egg, etc. In PTD 1 the candy was always stationary. Only the enemy could move it and then you could manipulate the enemy (using moves like whirlwind) and then defeat them to change its location. In PTD 2 sometimes the "candy" will try to return to it's original spot once dropped. Sometimes it might be trying to leave the level by itself. Adding this new functionality will enable all kinds of new levels.
    2. Blocking or Unblocking paths - A new mechanic that I want to add for PTD 2 is being able to block or unblock a path that your enemies or allies can go in. An example is the enemy has direct access to the "candy" you can block their path but putting an obstacle in their way (How exactly you would do this is still up in the air) and now they have to down a long way to reach the "candy" giving you more of a chance to defeat them. In the same way you might want to unblock a path, you might have to use attacks to destroy the the obstacle or have your pokemon carry the obstacle away.
    3. Special Abilities - Another feature that many modern Tower Defense games have is some sort of special ability that you can use to help you defeat the enemies. In a lot of game this will be a Meteor attack. Something that you can click and drag to the enemies to unleash upon them. Normally you will have to wait for this move to recharge, charging it might be done by your towers attacking or just naturally over time. The special abilities will vary based on what your current team is.
    So that is what I have in mind, some new mechanics that will enable all kinds of different new levels. Tell me what you think on the comments below.

    Creature Universe Game (ANPO)

    This game is always shifting, changing, evolving in my head. Recently I decided it was time to start putting down some notes on paper to really start to brainstorm what this game will be about and what ideas I want to explore in it. Today I bring you some of my notes plus I open it up to you guys to tell me what you think this game could be about. Note that while I read every single comment I can't comment or agree with all of them but I do read them and they do affect my decisions and way of thinking. So they are more than welcome.  While in the bathroom (a lot of interesting ideas usually come up in the bathroom) I started to write down my thoughts.
    • First I want the emphasis of the game to be the world and creature simulation.
    • The world is vast and has many secrets scattered all around for players to find (Think Zelda, Mario Bros)
    • Creatures are dynamic and feel alive
    When I reached that note I stopped and I said what does that mean? How do you make something feel alive? After some thought I came up with an answer. (There are many answers to this question, which I want you guys to tell me what you think it can be.) My answer isn't some sort of ultimate answer but just what I came up with. I thought that for a creature to feel alive when you see it out in some area would be that the creature must:
    • React how you would expect it to - This is a very important idea. One of the top reason I play videogames is to see how the game reacts to my actions. Imagine punching somebody in a game and having them gain health instead of losing it. That reaction would be totally unexpected but weird and bad in my opinion. Cause and effect must make sense for a player. So to make the creatures feel alive they have to react to you in ways that you would expect them to. If you run at a bird in real life, that bird would most likely fly away. If it doesn't I usually freak out, is the bird used to humans/ isn't afraid of them? How the creatures react to your character, surrounding and your actions is a big part of making the world and creatures feel alive, in my opinion.
    • Their actions must vary - Nothing ruins the illusion of something feeling alive more than seeing a pattern. If the creatures keeps repeating the same pattern over and over you just see it as a system but if the creature does something that makes sense but isn't following some sort of pattern then you really start believe it is thinking about what to do rather than following a set of rules. A certain amount of randomness must be introduced into the creatures but also some rules since animals aren't random but they follow their instincts. (Just to be clear the randomness plays out when they are in the wild and not once you "captured" one. Once you capture a creature they won't randomly run away or anything and they will obey your commands.)
    • They have objectives - The last thing is that these creatures are a step above animals, they are a little bit smarter and have a wide range of emotions that they will express. Because of this creatures must always have an objective that they are trying to follow. I have a long list of over 20 objectives that creatures would have at any given time. Some examples are:
      • Locating Food
      • Having fun
      • Running away from something
      • Protecting something
      • Gathering with others
      • Looking for a fight
    So to me these are some of the things that the creatures in this game must have to make them feel alive in the way that I want them to feel. What do you think would make the creatures feel alive in this game? Let me know in the comments below!

    And More!

    The goal from the very beginning for Dan and I was to make fun games that we liked and we thought it we liked the games there must be people out there that will like them to. That is still our goal. We also wanted to be very open with our fans and let them in on the process of developing games. We really strive to be very open with talking and listening with you guys because in the end if you guys don't enjoy our game then we failed. I want to thank you guys for the continued support, this first year has been a roller coaster ride with mostly ups than downs and we wouldn't be here with you. I would still be working a desk job wondering if my games would ever take off. I'm really looking forward to the ending of PTD, I'm extremely impressed and excited for anything HTD, and also excited for PTD 2 and Project ANPO. Let's make this next year even better than the last!

    Sincerely,
    Samuel Otero

     

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