Oh, I'll try to grab some more screenshots soon that will make a bit more sense than the current one... there's quite a lot of debuggy stuff going on in the game at the moment
Ed:Archiving the old "splash" information here, for chronological interest
Splash 2Shadow Field Shadow Field
Shadow Field is a story-infused take on the tower defense genre for the iPhone, in which you defend your base against hordes of incoming monsters with towers that blast out light.
The towers are built by your workmen - the quarreling brothers Leon and Terry, silent and enigmatic Dr. Akira and William Wright, the leader of the team.
Your base is in the middle of a large, deserted area – waves attack from all sides, so you need to build your defenses with that in mind. And because the game is set under the cover of darkness, each tower you build pushes back the encroaching night.
Jason Bakker - Programmer
Alex Andreadis - Artist
Ban Ngo - Artist
Splash 1 Darkness Falls Darkness Falls is a story-infused take on the tower defense genre for the iPhone.
The functionality that the player is presented with involves killing waves of enemies with light that is blasted out of towers that the workmen build. (The four workmen are in the top right corner - only one has graphics as of yet though.)
The base that you're defending is in the middle of a large, deserted area - waves attack from all sides, so you need to build your defenses with that in mind. And because the game is set under the cover of darkness, each light tower you build pushes back the encroaching night.
The team includes myself doing the programming, and two artists, Ban and Alex, doing the art. We've been developing the game since the start of June (a bit over three months), and we're aiming to be ready for IGF Mobile in November-ish. As you can see, we've got a lot of work ahead of us
We've only just recently nailed down an outline for the plot/setting/characters that we're happy with, and have two functional tower types in the game, and one generic enemy. I've recently set up a few game flow systems (WaveManager, StoryEventManager, DialogueManager), and the current focus is to get the game playable and fun with the current features, and start an initial pass on the story, dialogue and game flow.
All graphics are either temporary or in progress at the moment (such as my wonderful rainbow base), but the rotating directional tower (the one near the bottom with three legs) is probably the closest to final art.
If anyone's interested in the technical side of things, we're running on top of
cocos2d, which handles rendering, image loading, and a few other handy things for us.
I'll try to keep this thread updated with our progress, and I've got a few bits and pieces saved up from development thus far... I might save that earlier stuff for when we're closer to release though