Environments: Round and back again

Now that we were set on Dimetric as a camera angle we looked at everything else we had been doing. We took our tiled based world one step further by introducing a dimetric camera and giving the environment perspective while maintaining our creation system. The results were very encouraging and we felt we were close to locking down the levels. Thought we’d give you a quick run through how we…

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The FINAL iteration (no, seriously)

The current system worked well, we thought the style looked original and the characters were quirky and fun. We decided to send it for outside feedback and playtesting… Reality check time! As usual with playtesting, things didn’t go quite as planned… A common response was that the game felt like it was straight out of the 80’s. That was not really a problem but the biggest issue was that folks…

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Environments: Looking from above

After some testing we realized that the curvy method may not be the best system for environment generation for several reasons: It looked too much like Kingdom Rush and there are already plenty of clones of Kingdom Rush on the market. From our original goals for this game, we wanted it to be more RTS and less Tower Defense so the style should be a little more ‘core’ or classic.…

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Environments: Maps, maps, maps

Setting the number of levels at 15, we used the Kingdom Rush maps as a base template to create our first set of maps. This method was preferred since we saw how well their layouts worked and allowed for some fun variations and uniqueness.

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Units: Call in the reinforcements

We wanted to give the player tactical control of not only the RIGs but also the support units. These would be spawned after you built either a land or air factory. LAND Death scout (fast short range tracked unit) Sniper (slow long range tracked unit) AIR Gunship (slow and powerful multi range flying unit) and Swarmer (fast short range flying unit)

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Units: RIGs

We named the hero mechs in our game RIGs and they would have special attacks which the player could use and upgrade. We broke them down into 3 obvious classes – Light, Medium and Heavy. Within these classes in the interest of variety and uniqueness we would have various types as illustrated in our concepts below.: Tracked and Aerial Biped Quadraped

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Rig design inpiration

We had plenty of references when it came to our inspiration for rig design. The loader from ALIENS and the suit from AVATAR were our favourites. Stay tuned for the next post where we showcase our concepts. Ripley’s loader from ALIENS (images are from the web) AVATAR AMP suit (images are from the web)

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Towers: Making what we have better

Building on our previous iterations to preserve the efficiency and functionality of the towers we came closer to finalizing the look of our towers. The rocket and cannon towers went through an overhaul to make them feel like they were mobile and able to be placed anywhere easily. We were happy with the nitro cannon design and simply built on what we already had by adding minor visual enhancements.

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Towers: The towers turn

Although we were satisfied with the towers from our previous iteration we felt that they didn’t fit with the overall look of the game for a couple of reasons: – We wanted them when placed to sit nicely on a base platform. – Animation frames also became a concern when we realized that the towers would have to be rotated 360 degrees constantly when engaging enemies to keep it realistic.…

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