Showing posts with label System. Show all posts

Weekly Progress, Day and Night system for PTD 2, PTD 2 Title Screen CONTEST!

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! 


Hey guys and gals. Another week of Sam and Dan Games has begun! v6.1.1 of Pokemon Tower Defense is now out! You can get your very own Shadow Lickitung by finding the Mystery Gift Code at the link above. (Yes I know he doesn't know Shadow Rush, but you can relearn them move if you want :) )

 We are working hard to get you guys some entertainment and at the same time thinking about what the next steps are for us. As an small independent game studio (we aren't even an official company yet, but will be this year) the best thing we can do is create new and exciting games. Pokemon Tower Defense is an exciting game but we really can only do so much with it because we didn't create Pokemon. Which is why you will see us focus on Hero Tower Defense once PTD 1 is over. But I realize that most of you here are fans of PTD and I have created over 400 moves which I plan to maximize. So I will also be working on PTD 2 on the side.

Last week I put up a poll about the Day/Night System for PTD 2 (which I explained last blog) and it looks like the winner is a Dynamic Day/Night System! Because that is the winner I wanted to include more details about it.

The Day/Night System will work similar to how it works in the game. Some pokemon or events will only happen at certain times in the game's clock. But unlike the game the clock will not be based around 24 hours or around your device's time. It will be based on your play time on levels. Each complete day might like 2-3 hours, when you first play the game will be in day time and as you play the time will be changing. About half way through the day you will enter night time. So as you can see it's not tied to any specific time zone or your computer's clock.

Last week I also finished the preloader for the game, so instead of seeing a white screen you will see a percentage on screen and I made a cool little race so you have something to be entertained by while you wait. The race is Chikorita vs. Totodile vs. Cyndaquil as you load your game they will move closer to the finish line and who knows maybe they will evolve. This is just a small detail that I hope you can appreciate while you wait for the game to load.

Also PTD 2 will have a nice little intro scene that Joel, my brother,  made. Joel will also be helping make the intro and ending cutscenes for all the levels which will help make them more interesting and detailed. It will also help me complete more since I will have my hands busy with HTD.

PTD 2 TITLE SCREEN CONTEST!
Speaking of intro scenes, just like PTD I'm holding a competition for the actual title screen of the game, this time they can't have their own animated intro (since the game will already have an animation to start) but can have animated elements. So no rolling pokeball and pikachu coming out of it but you can have the rollovers or animations in the page itself. For now just put the same elements that the current game has on there. (Start, Options, Feedback, the Mystery Code, Pokemon Tower Defense 2, a Sam Game, and tell us how to make it better) Post these on our forum so other users can comment and give you feedback. The prize will be all 3 SHINY LEGENDARY DOGS! Which won't be available until PTD 2 comes out later this year. Like I said don't email me your entries, post them on the forum. This contest will run for at least a month so you will have time to make them special. Show me what you got!

We are also talking about our third game which is the Creatures Universe game (Project ANPO), you can read more about it here. As the weeks go by I will be talking more about the ideas I have for it on the blog so look forward to that.

This week in PTD we will have a new Story level, new TMs, a new Mystery Gift, new level cap, along with some other bug fixes. I will also put some of my pokemon up for trade, got any special request for what pokemon I should put up for trade? Let me know in the comments. Also let me know which TMs you would like to see this week in the comments. (TMs with moves that are already in the game will be more likely to be added this week)

PTD First Look for v6.2 by GraphicForce!


PTD 1 Progress:

Story Level (100%) - Pallet Town Training
  • Intro (100%)
  • Layout (100%)
  • Waves (100%)
  • Ending (100%)
Mystery Gift Pokemon (100%) - This is for Monday! MissingNo. The Glitch Pokemon!
  • Implement in Saving Code (100%)
  • Stats (100%)
  • Graphics (100%)
  • Moves (100%)
Added Toxic to the Pokemon Center's Move List (100%)
New TMs (100%)
  • Hydro Pump (100%) - Being available to more pokemon.
  • Bulldoze (100%)
  • X-Scissor (100%)
  • Fury Cutter (100%) 
  • Sludge Wave (100%)
  • Psyshock (100%)
Level Cap Increase (100%) - Level cap to 95
  • Implement in game (100%)
  • Implement in Saving Code (100%)
  • Implement in Trading Center (100%)

PTD 2 Progress:

Temporary Title Screen (0%) - The final one will be from the contest winner, but I will make a placeholder one for now.
Options Menu (0%) - Adding some more options here, like a logout, and more.

HTD Progress:
Click here to see my HTD progress for this week.

That's all for today! As always let me know what you think! If you have any question about PTD, beating a level or how to get a particular pokemon head to our forums, many people there will be happy to help you. If you have account problems send me an email for everything else leave me a comment below!

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Hero Tower Defense Thursday: Day 29 - The Class System

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 28 of Hero Tower Defense Thursday.




Unfortunately there's no update this week because we are still working out some things that would have made for a less than stellar update. Things like game crashing bugs and whatnot so we'll be holding off till next week. You can expect this on occasion with HTD because while we shoot for weekly updates sometimes we have to skip a week here or there in order to spend a little more time to fix stuff.

So then, let's talk about classes. If you recall in an earlier post way back when I had mentioned the classes but I don't recall going into significant detail about them. So allow my to explain what out current plan is... it's interesting.

First we want to have it be more along the lines of an open-class system. That basically means everyone starts nearly the same way but customizes their character into a specific class as they level up. In a closed-class system you pretty much just pick a class and that's that. You might be able to branch off into different skill trees within the class but that's about it.

What we are hoping to do is take the open-class system but having it guide you into a class that is determined by what skills you want. So instead of assigning attribute points to increase hero stats you will just be picking skills which will then determine which what attributes are increased. It's important to keep in mind that there is another set of skills called Class Skills (CS)which we haven't implemented yet. These are more character based and mostly passive skills that help shape your hero into the class you want.

So let's go through a few steps on how this would work. Every so often you would get a Elemental Skill Point (ESP), you'll probably only get 10 of these (used to be 15 but lowered it for a few reasons). You would assign this ESP to a skill like Physical Tier 1 Fire, Flame Strike. So now you have this ESP in a Physical Skill (PS). Every level you will be getting Class Skill Points (CSP), there are two types of these, Physical and Magical. Which one you get is determined by what ratio of Physical:Magical ESPs you have signed. So for example if you have 1:0, each level would be giving you all Physical CSPs. If you are 1:4 you'll be getting some Physical CPS but mostly Magical CSPs. The amount of CSPs you get increases by one per level each time you get a new ESP until you are maxed and then every so often after that. So eventually you're getting 10+ per level.

The reason for the Physical and Magical CSPs is to keep you on track with your Elemental Skill (ES) choices. It's never really good to assign all your ESPs to Physical ESs and then increase your Intelligence stat really high. It's a bit of a conflict since the damage of those ESs will be based on other stats like Strength. With this set up you pick the ESs you like and you are given CSPs to help make it better. If you have a mix of Physical and Magical ESs then you get a mix of CSPs, etc.

Class Skills themselves will increase various stats to different amounts depending on their purpose and the amount of points invested in them. For example there might be a skill that allows you two wield Magical weapons more effectively. This would be a passive Magical skill that increase your Intelligence and perhaps Agility stats as put more points into it. You might also find an active skill such as Taunt in the Physical section which would increase your Strength and Stamina per point.

So the reason for all of this is so that you can pick the skills you like and end up with character stats and CSs that support them. Doing all of this ultimately defines your heroes into certain classes. For this reason, it's more like a dynamic class system that adjusts as your character takes shape. You might start out as a Warrior and end up a Paladin with healing. You could begin as a Healer and end up as an Battle Mage that can also tank. Perhaps you'd start as a Fighter and become a Monk. You can still go the pure route as well and be a full on Archer, however their title will also change as they develop because there will be different "classes" of Archer. For example some higher classes might be Marksman, Bowman, Ranger, Sharpshooter, etc.

The ESs you choose may also affect your class, for example Shadow Knight (Shadow ESs), Holy Paladin (Light ESs), Arch Mage (Wide mix of ESs), etc. For this reason there will be a whole lot of classes that you could end up as. Discovering them will be part of the fun, and yes there will be ways to respec your heroes so you won't have to keep making new characters to experiment.

Now, what I'd like to ask you guys is, what classes would you like to see? Give me a Class Name and what sort of Elemental and Class skills they might have. Be general with the skills, I don't need specifics but more of just an overall idea. Here's an example: Death Dealer - Fire and Shadow Skills with dual wielding melee skills and fast attack speed skills. Now let's here yours in the comments!

I'd also just like to mention once again that there is a HTD wiki page that has been created by our fans! It can be found here: http://herotowerdefense.wikia.com/wiki/Hero_tower_defense_Wiki

Big thanks to everyone who has been contributing! We've also added the wiki to the Fan Links/FAQ tab.


In the Works:




  • Design

    • Mid-Battle Skill Screen (100%) - Different from the current pre-battle screen
    • Story: Outline (100%)
    • Hero Stats and Points (50%)



  • Graphics

    • User/Profiles Screen Graphics (50%)
    • Inventory Screen Graphics (0%)



  • Programming

    • Targeting Heroes With Skills (100%)
    • Bug Fixes (100%)


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

    I'm looking forward to hearing what classes you guys come up with along with any other feedback and comments you guys have! Thanks again for the support!


    -Dan

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    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

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