Concept development is one of the first things we need to solve early and it is a top priority on our production plan. How we communicate with the player, the level progression, some game mechanics and the complete graphic design depends on it.
There are so many questions waiting to be answered:
• Who are we?
• Who is the enemy?
• Why enemy is our enemy?
• Why does the enemy attack us?
• What are our towers?
• Why are the sounds of towers make music?
• What and why are we defending?
• What happens when the enemy reaches the last lane?
• What happens if the enemy beats us?
• What happens if we can beat the enemy?
Our current concept is totally abstract. Just triangles, squares and some wave forms, leaving all these questions open:
Besides the questions above, we also don’t want to leave human element completely outside. Human element would allow better communication and creating more close relationships with the players.
But including a human element is quite a dangerous path. Forcing a poor concept not fitting the game dynamics natively would leave an uncomfortable feeling and alienate the players.
Our first choice is to go safe and stick with the current abstract design and experiment on a sign language.
We also checked various vintage analog synthesizers (
google image search) to see if we can get some inspiration:
Here are the first ideas! Keeping things abstract, our priority is to tell more about the functions of each element.
Towers give clues about their sound and type:
Enemies give some clues on what is coming after us, first two are fast and weaker, latter two are slower and stronger:
A possible look into the game scene:
And our poster for #screenshotsaturday:
We are not yet satisfied with this. Keeping things abstract makes it difficult for us to develop a long run progression. Also we need to teach the players some sign language even though there are better ways to introduce things in a way that they can get natively.