I wound up putting a major upgrade in visuals and playability in the game play UI. I’ll try and get a screen shot up soon but the meat and potatoes of it is that now the tower cost shows on the “build tower” buttons. If it’s white text, your good to go without having to do any math and if it’s red, you don’t have enough credits, yen, clams, or dollars to purchase the tower. This is not something we invented!
As a matter of fact, it is such an obvious thing to do, I’m embarrassed we didn’t think to do it sooner. Meh. The graphics have been boosted a LOT as well and it really does all mesh to give a much better game play experience. Can’t wait to show it off!
Oh yeah…. all, ALL, AAALLLL of the planets are done. 34 of those bad boys. We are getting close folks!
When we first started this game, I knew that sound was going to be a major milestone, and I was afraid. I spent a great deal of time worrying about it in fact. I began lurking in game development audio forums looking for inspiration and above all, HELP! That is where I met Daniel. He had a post up offering to help out on audio for those that needed it. I contacted him and long story short, sound and music is now complete!
We communicated goals and ideas entirely via email. I know that sounds like a crazy way to discuss audio but I think it turned out very cool. When you are specifying audio requirements via email, your typing things like, “initial very short crackle to simulate a charge followed by metallic shrawng”. Whats awesome is, the stuff we would get back from him would either be dead on or even better than what we had in our heads. We weren’t polluting his ears by having any audible cues as a base line. It was really fun to get audio builds in and then grin the whole time listening to them. We are totally glad to have worked with him, and we wish him all the success he’s due.
Thanks Daniel!
Here is some contact info for Daniel. If you need some audio work done, you owe it to yourself to contact him.
Daniel Gooding
contact@danielgooding.me
Until next time!
Dan out
We’ve had our noses to the grindstone completely these last few weeks. A demo is incredibly close to release. Stay tuned.
Our good friend Mark over at 31abunch.com did a great job on the new site theme. Thanks Mark!
By Krom, I think I’m done with menu UI stuff. That single tear in the corner of my eye is a tear of joy my friends. Now I can get on all the game play stuff I’ve been WANTING to work on. But first, I believe a frosty import is in order! *cheers*
Looks like we are getting quite a few new folks checking out the gameplay video we posted a while back. We REALLY need to get some updated footage together that shows some of the progress that’s been made since the first video was posted. Not that I’m apologizing for the graphics in the video, it’s just that a lot of what you see there was / is purely development placeholders. Things are progressing great! Maybe we can take a pause sometime soon and get some more “up to date” footage to show. I want to show off some of the crazy levels
Past me: “I’ll worry about resolutions when I’ve got game play where I want it.”
Present me: “What in the hell was I thinking putting this off. This stuff is scattered all over the place!”
Future me: *Doomed to repeat mistakes of the past due to laziness*
Naming a game is hard. We went around and around with this. Everything uber cool was taken or didn’t really capture what the game is about. Colony Defense pretty much says it all we think. I’m WAY glad that is settled. Now back to original programming.
Thank you to everyone that contacted us about the art positions. We now have the positions filled. The way we picked was looking at each persons portfolio for themes we felt would compliment the game. For those that were not selected, we have your info saved. There was some GREAT stuff and we will want to contact you guys (and gals) when our next project ramps up.
Thanks again everyone!
[Video taken down, sorry very old footage there]
I’ll take your screenshot and raise you a narrated gameplay video. Enjoy!