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891055 Posts in 33520 Topics- by 24765 Members - Latest Member: Koobazaur

June 18, 2013, 06:39:34 PM
TIGSource ForumsDeveloperFeedbackDevLogsSiege Knight (previously known as Defense Game)
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Author Topic: Siege Knight (previously known as Defense Game)  (Read 1789 times)
wg/funstorm
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« on: June 12, 2012, 06:41:11 AM »



27/03/2013 - Game released!!!

We finished the game, and it was released today! Grin Feels like forever ago that I started it. Please give it a go if you have a spare minute and rate.

You can play on Kongregate: http://www.kongregate.com/games/funstorm/siege-knight
Or NewGrounds: http://www.newgrounds.com/portal/view/613651

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Old OP:

  • The Game

Your base is on the right. Enemies spawn on the left. You can place traps and shoot weapons. Stop the baddies before your base is destroyed! That pretty much sums up the gameplay right there.

This is what it might look like when we're done although it will probably change a lot (click for animation version):


But we still have a lot of work left to do before we get there. Here's a video of the latest build (click to play):


  • Project History

I had the basic code for a defense style game that I wanted to make, so I set out to find an artist. Maybe you even saw me post about it. Anyways, I got super lucky and found Tyler, who had an art concept for a defense style game he wanted to make. The perfect combination! So we've been combining the best of both ideas and I'm really excited about the way this is shaping up.

  • Other Stuff

The code is by me (Wolfgang) in Actionscript 3, Tyler is doing the art in Flash, and Crystal is on audio. We hope to wrap this up within a month, and then sell it through FlashGameLicense.
« Last Edit: March 27, 2013, 01:24:07 PM by wg/funstorm » Logged

wg/funstorm
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« Reply #1 on: June 12, 2012, 09:59:45 PM »

Added a spike pit trap today. It kills 1 enemy and then takes a lot of time to reset.



Next up I'm doing the knight which is basically a barricade that deals damage back at the attacker. So that will bring our list of traps to:

  • Spikes
  • Barricade
  • Freeze
  • Pit
  • Knight

Any suggestions for what could be a cool trap we haven't thought of yet?
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wg/funstorm
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« Reply #2 on: June 14, 2012, 11:13:08 AM »

Added a knight trap (basically a barricade that fights back) and some environment art (4 layers with parallax):



We're struggling a bit to find the right design for the base. Any thoughts on this?



Over the weekend I hope to integrate the base with the player character on top and a bow+arrow to shoot the baddies with.

Also still curious to hear any suggestions for new traps or a game name!
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wg/funstorm
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« Reply #3 on: June 16, 2012, 06:39:12 AM »

Added an archer trap, popcorn coins to vacuum up with the mouse, and spent a bunch of time on y-sorting.

« Last Edit: June 16, 2012, 10:48:17 AM by wg/funstorm » Logged

wg/funstorm
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« Reply #4 on: June 25, 2012, 06:34:30 AM »

More progress! Video

Started replacing placeholder trap art, and added the knight in the tower who can now shoot arrows at baddies.


New goblin enemy type. The ice trap is currently bugged because it freezes enemies faster than they can unfreeze so they keep getting refrozen before they can move.  Roll Eyes


We plan to redo the tower with something more castle-y that covers the full length of the side baddies can attack. Something like this..
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Franklins Ghost
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« Reply #5 on: June 25, 2012, 07:38:40 AM »

New graphics are great and can definitely see the gameplay being addictive. Like the freezing animation.
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wg/funstorm
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« Reply #6 on: June 26, 2012, 11:53:10 AM »

Thanks man! I like the effect too, really happy with our artist.

Updated the in-game tower with the castle wall from the previous screenshot, and also updated the knight trap art (it's basically like a barricade that fights back).



Next up: a cannon for the player to shoot as a 2nd weapon. Hoping to add lots of cool weapons including spells before the project is finished.
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wg/funstorm
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« Reply #7 on: June 27, 2012, 03:26:02 PM »

Added a cannon as a 2nd weapon today.

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wg/funstorm
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« Reply #8 on: July 05, 2012, 03:27:01 PM »

Got a little frustrater with the view because you couldn't see the player firing the shots 90% of the time so we decided to shrink everything a little to increase the visible play area.



Also did a little collision work. Got some cool enemies (orc & drake) and spells (fire & ice) to add next  Cheesy
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wg/funstorm
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« Reply #9 on: July 15, 2012, 11:32:14 PM »

Haven't posted in a while, but we've been busy busy. I think it's really starting to come together and feel like a full game now.

Demo Video


Improvements since last update:
- There's multiple waves of enemies per level now like in traditional tower defense games. I think it makes the pacing a lot more interesting.
- New orc & drake enemies.
- Fireball spell!
- Lots of UI work.

Now I'm going to start on the iceball attack, and a leveling system + upgrade talent trees.
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mokesmoe
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« Reply #10 on: July 16, 2012, 12:22:18 AM »

The perspective of the wall looks really weird. It shrinks way too much.
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wg/funstorm
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« Reply #11 on: July 17, 2012, 12:04:08 PM »

Thanks man, I passed the feedback on to our artist! So far the barricade perspective has been updated.



Oh and I also added the iceball spell which slows enemies, added a burn damage-over-time effect for fireball, and started working on tracking XP behind the scenes so now I'm working on a levelling system that lets you upgrade your abilities through some talent trees. Like this but prettier

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ninja
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« Reply #12 on: July 17, 2012, 12:39:08 PM »

Looks cool.  How many waves are there though?
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Conker
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« Reply #13 on: July 17, 2012, 12:45:24 PM »

Those graphics are so fun. I could see this being really cool. :D
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« Reply #14 on: July 17, 2012, 01:36:14 PM »

The GUI is very create and well done. The animation is very fluid and smooth. Artwork looks nice and fun as well.

Overall a very nice game you have here. Keep up the good work Smiley


Also gave your youtube video a like
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