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Tampilkan postingan dengan label HTD. Tampilkan semua postingan
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Hero Tower Defense: Scheduling

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Alright, time for a update on some HTD related stuff. First off as you may have noticed from the title and date of this post is that I will no longer be sticking to a new HTD post every Thursday. Reason being is that sometimes there just isn't much to report since we are taking our time with the new releases even though we are continuously working on it. So it would seem to make more sense to just make a post only when there is something worth posting about rather than trying to fill a weekly requirement. Plus it uses some valuable time that I could be using to work on the game instead. With that said I'll still be posting about HTD fairly often just not as consistently as before.

Now onto business. Sam and I put on our business hats and decided that the best thing for us would be to let Sam focus on getting PTD2 going and put the programming for the new HTD graphics setup on hold. The reason is a pretty clear one, more people want to see PTD2 than HTD and we're all about giving you guys what you want. However, don't mistake this to mean HTD progress is stopping. That's not true at all, all that's on hold for now is the programming part, the graphics are still being worked on. If you've been following Kevin's blow you probably already know this (linke at the bottom of this post). In fact, once Sam gets a playable version of PTD2 out he will be dedicating some extra time to HTD in order to get everything moving again. Another thing to keep in mind is that since the graphics are still being worked on in the meantime that the next release of HTD will contain even more reworked content than we originally planned for.

For those of you that have been looking forward to the next HTD release (like me) and have been patiently waiting, I apologize for the temporary delay but it's ultimately a better route for the company to take. It shouldn't be too much of a delay though really. And for those of you who want to point out Ninja-ja I'll assure you this is a different case because there is more than just one person (me) working on HTD. Plus, a new version of Ninja-ja WILL come out eventually. I just need to find time for it which is scarce these days.

Thanks for all the continued support guys!


In the Works:


  • Design

    • Commander/Player Skills (25%)
    • Stat Progression (5%)
    • Pet System (50%)



  • Graphics

    • Unit: Human Male - Animations (90%)
    • Unit: Race #2 - Concepts (20%)
    • Unit: Race #3 - Concepts (10%)
    • Unit: Fire Gecko - Concepts (80%)
    • Unit: Creature #3 - Concepts (20%)
    • Unit: Creature #4 - Concepts (10%)
    • Weapons: Batch #2 - Assets (20%)
    • Armor: Batch #1 - Assets (10%)



  • Programming

    • Interface: Setup (75%)
    • Unit: Setup (10%)


    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Be sure to leave any ideas, suggestions, or other feedback you might have in the comments! Thanks!


    -Dan

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    Hero Tower Defense Thursday: Day 42 - Creatures Vs Races

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    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.




    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 41 of Hero Tower Defense Thursday.




    Progress on the new art and graphics system is still underway and is going well. We're doing our best to get a new release out to you guys ASAP but we aren't looking to rush it out just so we can have something. I never liked seeing that happen in other games and then having to deal with all sorts of annoying bugs. Granted we're a small group and can only find so much but we do what we can. :)

    Now, on to the topic at hand. Creatures Vs Races! In HTD when we say Creatures we are typically referring to enemy units and when we say Races we are referring to playable heroes. However, there will be units that are both playable races and creatures that you fight. The HTD world isn't one with race wars going on with one versus another but rather just a world full of all sorts of races and creatures that have various factions within different groups. Some are good, some are bad. This allows us to be a bit more versatile when it comes to designating enemies for maps because we can mix various kinds of units together and still have it make sense.

    You might be wondering why aren't all units just creatures and playable races. Well, because it would be difficult to make something like a slug into a playable unit. The playable races require far more animations and set up in order to work with the system we've established. The main reason is because they are dynamic and allow for weapon and armor swapping which requires a lot more assets and work. However, we can always use creatures as companion pets/combat pets since they are a more limited version of a playable unit. So some might end up being available in that respect.

    Another good thing about having creatures as pets and races as enemies is that we can reuse assets that we already have. It's a huge time saver and provides some additional diversity, especially the races. For example, we can use the human race as an enemy and have all the armor and weapons available to outfit them however we like and even give them variations among themselves. We can also use their animations to do different things with. All of this essentially for free since we already have them available for the playable human race.

    We're all looking forward to the next release and hope to share it with you guys soon. Thanks for the continued support!


    In the Works:

  • Design

    • Pet System (50%)
    • Interface Revision (100%)


  • Graphics

    • Unit: Human Male - Revision (100%)
    • Unit: Human Male - Animations (25%)
    • Unit: Fire Gecko - Melee Concept (75%)
    • Unit: Fire Gecko - Ranged Concept (75%)
    • Unit: Meerkat Non-Combat Pet - Concept (25%)
    • Unit: Goblin - Concept (25%)


  • Programming

    • Graphic Processing Revision (75%)
    • Saving Inventory and Equipment Setup (0%)



    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Be sure to leave any ideas, suggestions, or other feedback you might have in the comments!


    -Dan

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    Weekly Progress: Working, PTD 2 improvements, small games, pick your first Mystery Gift!

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    Want to get the Shiny legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.

    Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!


    Working
    Work, work, work! That is what we are all about right now here at Sam and Dan Games. Let us look at what everybody is working on!

    First the artist, since all the graphics in Pokemon Tower Defense are taken from the actual games we don't really need artist for PTD2, I mean admit it you love my attack graphics! So all of them are working on Hero Tower Defense. Kevin, our first artist, made a great blog post about what the artist have been making this past month. Check it out here. Not in the blog is the work that Joel has done. Joel while working on the PTD Fan film and his other projects was able to complete some weapon designs and a weapon model. Dan will also be lending his hand at helping with the 3D models.

    Second the programmers. Yes there is more than one! I've been talking to him for a long time now about joining us and now he is finally ready. I would like to welcome Jonathan to the team. He will be helping with the programming starting off with some new game prototypes that I will talk about down below. I'm also a programmer, I'm working on HTD, PTD2, and also some prototypes.

    Lastly the designers. Dan as you might know is in charge of designing and managing HTD, with feedback from the team. He is also in charge of the HTD blog post and answering SnD Coin orders. I'm in charge of PTD, PTD 2, and the weekly progress blog. Dan and I work together to figure out what we should focus on and which paths should we take as a company.

    PTD 2 Improvements
    Believe it or not I can't just copy and paste all the code from PTD to PTD 2! A lot of it needs to be refined and some critical parts drastically changed. This is why it has taken so long for the 1v1 mode to come out. I'm here to tell you about some of the improvements that I have been able to make to PTD that I hope you will enjoy. So here we go.

    1. You can now swap tower positions by dropping a tower in the other tower's spot.
    2. Attack's cooldown won't reset if you change the move, return the pokemon or move a tower from its spot.
    3. Damage text will now be white and have a dark background behind it to make it easier to read the text. Also all types of damage will have the same color. Super effective damage will be larger, and ineffective damage will be smaller font. Also critical damage will show up as slightly bigger and in a yellow color. So that its easier to see when you get a critical hit or when somebody critically hits you.
    4. When you change the size of the map it will now center itself. (See HTD's map)
    5. You can't drag the map so that it will be off screen. (See HTD's map)
    6. Many other improvements to the level code.

    When you play PTD2 you will notice a bunch of small changes to almost every area in the game. I hope you guys will enjoy them when the time comes. (I'm still working on it!)

    Small Games
    So last week I talked about small games. Not sure if I mentioned it before but Dan and I are about big complex ideas. We like games with a lot of depth. I tend to go for the more easy to pick up and hard to master, and he tend to go for the hardcore from the start games. A good example would be my love for the Super Smash Bros series and Dan's love for the Street Fighter series. The problem is we don't have the money to make the big complex games, and even something of medium size (like HTD) will take us a good long while to make. So it is with this in mind that we want to produce some smaller but fun games for you guys to play. Three prototypes we are looking at are: A beat em up game designed by Kevin. A barrel jumping game (like the original donkey kong) inspired by the a concept from Joel. A simple RPG designed by me inspired by the 3DS RPG Find Mii. These will be fun games that will be connected in an interesting way that I'm not ready to reveal at this time.

    Pick your first Mystery Gift!
    So the 5th Generation of pokemon won for the first poll and you guys gave a lot of great comment as to who you wanted from different generations. I gathered up all the names and I picked the top 3 plus I added my own suggestion (Sandile) to the poll. Make your pick!

    That's all I have for you this week, thanks for the support and as always let me know what you think!

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    Hero Tower Defense Thursday: Day 41 - Show and Tell

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    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.




    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 40 of Hero Tower Defense Thursday.




    Unfortunately the new release won't make it out this week because we were originally thinking we could set up the new interface menus using a mix of the old graphics process with the new graphics process. It seems now that we can't actually do that or it wouldn't be worth it because we'd have to redo it anyway. So we're taking the more efficient route by continuing to work on the new graphics process and then once we have that set up we'll be able to throw together the new interface and it'll be set for good. However, I wanted to give you guys a little bit of a preview in the meantime.

    Hero Customization Screen

    This is the Hero Customization screen where you'll be able to change things like your Race, Hair Style, Colors, etc. You might notice that there's no character roster at the bottom. This is because this screen won't always be available, it's more of a triggered screen that will become available when you are presented with the option to change some of those features. For example it'll appear when you start a new game in order to make your main hero and when you get new customizable heroes or items/quests that allow you change race or hair color. For testing purposes we'll be allowing easy access to this screen from the Party Management screen till we are at a more finalized version of the game.

    Party Management Screen

    Next is the Party Management screen where you'll be able to set up the group you'll take into battle, enter battle, and for now, access the Hero Customization screen. On this screen you can see the character roster, navigation buttons, and a preview of the currently selected hero. The preview will also show you the hero's name, native element (behind the character), and their currently active skills. The Enter Battle text and icon will light up when there's at least one character in your active party.

    Inventory Screen

    And lastly we have the Inventory screen. Your currently selected hero's equipment is on the left and the shared inventory (all characters use the same one) on the right. The check marks on the Helm and Cloak slots are toggles for turning those items visually on and off. In order to see the details of any items/skills you would just hover the cursor over it and details for it will pop up in a window.

    That's all I'm going to show for now, don't want the post to get too large. There are still some placeholders at work here but as you can see it's mostly an overhaul. Hopefully we can get a new release out for you guys soon so you can try it and provide us with some feedback. As you can see we're hard at work though and things are coming together nicely, the current content just takes some time to put together.


    In the Works:

  • Design

    • Pet System (50%)
    • Interface Revision (90%)


  • Graphics

    • Unit: Human Male - Revision (90%)
    • Unit: Fire Gecko - Melee Concept (75%)
    • Unit: Fire Gecko - Ranged Concept (75%)
    • Unit: Meerkat Non-Combat Pet - Concept (25%)
    • Unit: Goblin - Concept (25%)


  • Programming

    • Graphic Processing Revision (75%)
    • Saving Inventory and Equipment Setup (0%)



    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Suggestions and ideas are always welcome in the comments, thanks guys!


    -Dan

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    Weekly Progress: PTD 2, E3, small games vs big games!

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    Want to get the Shiny legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.

    Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!


    Welcome all! Let's get right to it. If you are very into games then this week was a special treat for you. E3 is going on right now! Giving you a look at all the great new games and systems coming out this year and early next year.

    E3
    I saw all the conferences from Microsoft, Sony and Nintendo and all I have to say that while I wasn't blown away by anything I felt like there was still a lot of solid games shown. What was your favorite thing at e3?

    It might be surprising but I actually don't play a lot of video games. I tend to buy the really good ones but I never finish them. I like to get a taste of what the game is like but once I get the taste my drive to finish them goes away. I do find time to finish them eventually but rarely does a game suck me in from start to finish. Some of the games that I recently bought are: Diablo 3, Startcraft 2, Skyrim, Zelda: Skyward Sword, Xenoblade Chronicles. I did finish Zelda, played about 20 hours of Xenoblade and I'm in Act 2 of Diablo 3 (normal difficulty) but Startcraft and Skyrim I have barely played.

    Most of my time is dedicated to spending time with the loved ones and making games, blog post, answering emails for you guys! Oh and going to university... So lets talk about what I've been working on!

    PTD 2
    For PTD2 I wasn't able to get the 1v1 mode finished... :( that's my face! It was actually a bigger task that I had anticipated since there is a lot of changes to the base of the game but I am working on it. I still don't have a solid date for you guys so just hang in there while I put forth my best effort. If I had to guess I would say 2 more weeks. But.. sometimes obstacles are hard to predict so I can't promise you anything.

    Some good news is that I've decided that every Mystery Gift pokemon for PTD 2 will be a pokemon that will not be included in PTD or PTD 2 for regular capture. Making the mystery gifts very rare for those of you who are following our progress. So I added a poll for you guys to first decide which generation should the first mystery gift pokemon be from? (Note that future mystery gift can and will be from different generations 3-5) Also in the comments tell me which pokemon and why he should be the first mystery gift!

    Small games vs Big games
    So besides being the head programmer for HTD, sole developer for PTD and PTD 2, it's also my job to always be thinking about what direction Sam and Dan games should go into. When you think about a path to go into you are also saying that you don't want to follow the paths that you didn't choose. Sometimes choosing to make one game over another game you have to give up or put on hold something else. Life if pretty much about these difficult choices. One of the choices that Dan and I have been thinking about is about the scope of our games. As you know, we are a pretty small team right now. We have about 6 artist but most of them are freelance and they can't put in the same amount of time into working on games. So this impacts the size of our games. So the thought is that instead of thinking of big, huge games that require a lot of human resources (that we can't afford) we would try to think of simple yet deep games that don't require a lot of resources and that our current resources can handle a lot easier. What does this mean for HTD and PTD 2? Nothing! Those game while still pretty big are something that we can manage. Especially PTD 2 since all the graphics are essentially done (since they are taken from the games), HTD will still take its time being made but we have other things in mind that will help us generate resources to make future games for you.

    Sadly there is one game that will be put on hold.. Creature Online Universe (aka ANPO) will be put on hold pretty much indefinitely. While this is a game that I very much still want to create, it is currently out of our reach, resource wise. We wish we could drop everything and work on this but we also have bills to pay and food to buy... But there is a bright side!

    Because ANPO will be put on hold we will be free to think about smaller projects for you guys to play. Smaller projects means we can get them done sooner which means you get to play them sooner! While working on HTD and PTD 2 we are also working on very small prototypes and pitches for some smaller games. I can't wait to bring them out and show them to you guys soon!

    As always let me know what you think! Your opinions and feedback are greatly appreciated and affect the direction that we go in! Thanks again!

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    Hero Tower Defense Thursday: Day 40 - Revised Graphics and Interface Progress!

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    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.




    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 39 of Hero Tower Defense Thursday.




    Hope you all had a good holiday weekend! We were all a bit busy visiting with family and such so no game update this week. However, we have been making good progress with all the revising we have going on. The graphics are moving along and the revised interface is just about finished so we should be able to release a new update next week. There's still some tweaking to do but overall it should be a big improvement over what we currently have which is mostly a bunch of placeholders.

    Some of you have commented on how it felt clunky and a bit confusing and that's definitely one of things we've addressed. This new set up should make all the menu screens much easier to navigate and more intuitive. One of the main features is that you can change characters from any screen and the navigation buttons that let you go to other screens are always available. We'll also be making use of tooltips for further instruction as well as displaying things like skill and item details.

    With the interface out of the way I'll be able to help Evan with some of the 3D assets which should also help speed things up. Evan is working on the animations for the Human Male character which requires rigging the model in order to make it easier to animate. I'm getting a render scene set up which will be used for importing any assets and then rendering out frames for all three angles, lighting, and position. Once we have those frames Sam can take and implement them into the new system which will allow him to proceed faster and easier since he'll have some reference graphics.

    So things are moving along slowly but surely. As I mentioned before we hope to have a new version available for you guys next week which should include all the new interface menu screens. We hope you guys will like it and we'll definitely be looking forward to everyone's feedback!


    In the Works:

  • Design

    • Pet System (50%)
    • Interface Revision (85%)

  • Graphics

    • Unit: Human Male - Revision (85%)
    • Unit: Fire Gecko - Melee Concept (75%)
    • Unit: Fire Gecko - Ranged Concept (75%)
    • Unit: Meerkat Non-Combat Pet - Concept (25%)
    • Unit: Goblin - Concept (25%)

  • Programming

    • Graphic Processing Revision (65%)
    • Saving Inventory and Equipment Setup (0%)


    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Suggestions and ideas are always welcome in the comments, thanks guys!


    -Dan

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    Hero Tower Defense Thursday: Day 39 - Community Request: Playable Races!

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    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.




    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 38 of Hero Tower Defense Thursday.




    Just a short post this week while we continue to chug away at the next release which should be coming soon. Another benefit of the new graphics system is that it will allow us to more easily add additional playable races. Before it meant an exponential amount of more work when adding armor because of all the additional frames required for the new race. Now, since it's in 3D, it's just a little extra work fitting it to the model of the new race and then rendering out all the necessary frames accordingly.

    So, what this means is we have a lot more flexibility with what sort of playable races we can put into the game since the workload is far less significant. This works out because we weren't going to have much focus on race wars and factions but rather on good and evil. In other words it'll be a common occurrence to see a mix of races working together on everything from daily tasks to fighting a common enemy.

    This is where you guys come in. What are some races you would like to be able to chose from? Are you a fan of the tried and true trifecta of Human, Orc, and Elf? Are you more interested in an obscure race that you don't see so often such as Golems (like Kevin!)? Tell us what sort of races you'd like to be able to play as in the comments!


    In the Works:

  • Design

    • Pet System (50%)
    • Interface Revision (75%)

  • Graphics

    • Unit: Human Male - Revision (75%)
    • Unit: Fire Gecko - Melee Concept (75%)
    • Unit: Fire Gecko - Ranged Concept (75%)
    • Unit: Meerkat Non-Combat Pet - Concept (25%)
    • Unit: Goblin - Concept (25%)

  • Programming

    • Graphic Processing Revision (50%)
    • Saving Inventory and Equipment Setup (0%)


    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    And of course, leave any suggestions, ideas, or other feedback you might have in the comments!Thanks!


    -Dan

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    Hero Tower Defense Thursday: Day 38 - New Weapons! Revised Player Controls! MOAR Artists!

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    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.




    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 37 of Hero Tower Defense Thursday.




    Alright well we're back up and running after some technical difficulties. Hopefully that doesn't happen again but you never know. You tend to run into some speed bumps no matter how much you plan ahead. Speaking of speed bumps, the transition to the new graphics system is going well. Evan just finished up a nice 3D model for the Human Male and will now start implementing the animations. We have to take things one step at a time since this is our first go at setting things up this way but once we have a system in place things will speed up. I'll also be helping with some of the 3D assets once I finish re-arranging the Interface and some other design and management tasks.

    Kevin and Bill have been working on some new Creature concepts and we've also picked up Josh, another enthusiastic artist who is excited to work on some concepts for us. We've also picked up some assistance from Sam's brother, Joel. He'll also be helping with some art concepts and assets.

    So you've probably noticed by this point that we've only been picking up additional artists, and lots of them. There are a few reasons for this. Primarily it's because art tends to take more time than everything else because of the sheer amount of art work required for video games. They have to create concepts with multiple views, then they have to be modeled in 3D, textured, rigged for animation, animated, and then rendered. And all throughout that process thing have to be tweaked, changed, and approved. In other words, it's time consuming. It's also better for the art to be done before programming so that when the programmer (Sam in this case) codes in something new he has the art assets to go with it. As you've probably seen we currently have a lot of placeholders scattered around HTD. That's because programming is ahead of the art right now. Granted we have to redo a bunch of art now with the new system but that is something that's pretty unavoidable and necessary, but it's a logical move in the right direction and we all agree it's worth the extra time and effort.

    Now then, on to more fun topics. We put a new version up with some new weapons! These were some of the last assets done with the old graphics system so we decided we'd just throw them in. And yes, some are massive, but who doesn't like swinging around huge weapons? The Boomerang is a melee weapon for now, but don't worry it won't stay like that, it's just a temporary arrangement. We also couldn't add the Ranged weapons we had made because we don't have a ranged animation yet and it'd look pretty silly trying to make it work with one of the current animations. So we're leaving those out for now.

    Lastly, we're going to change the way the player interacts with the game a bit and make you more of a commander and less of a 5 person entity. Right now you have access to 5 characters and all of their active skills which you can use manually at will. We've come to the conclusion that this is too micro-intensive for what we want to do so we'll be removing that aspect of interactivity. They skills and everything will still be there to setup your characters with but they'll just do them automatically in combat and will be affected by the behaviors once we have those in. All we're really doing is removing the manual override you can do during combat. We will, however, be adding some new skills that only you, the player, can do. These skills will be along the lines of the Class Native Skill (the same for all heroes, it lets you transfer charges to another Hero), a skill that lets you temporarily power up a character, perhaps a skill that absorbs all charges your heroes have and then unleashing a powerful attack, and probably combination attacks where you'll select multiple heroes to perform a powerful attack that differs depending on the Native Elements of those heroes. I'll elaborate more on this later but we think it'll free up up the player to focus on more fun tasks like strategy and power moves instead of trying to micromanage every hero.

    So, as we continue to catch up again on the new art and graphics process have fun with the new weapons and let us know what you think about the idea for the new player skills. Thanks guys!


    In the Works:

  • Design

    • Pet System (50%)
    • Interface Revision (50%)

  • Graphics

    • Unit: Human Male - Revision (75%)
    • Unit: Fire Gecko - Attack Concept (75%)
    • Unit: Meerkat Non-Combat Pet - Concept (25%)
    • Unit: Goblin - Concept (25%)

  • Programming

    • Graphic Processing Revision (25%)
    • Saving Inventory and Equipment Setup (0%)


    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Be sure to leave any suggestions or ideas you might have in the comments!


    -Dan

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    Technical Difficulties

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    Want to get the Shiny legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.

    Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!

    UPDATE 5/15/2012 2:46AM EST
    The game and the pokemon center should now be up and running! I'm still transferring some pokemon from inactive accounts over but that will be good to go in a couple of days. It's good to be back!
    -Sam


    As many of you might have noticed, if you are an avid Sam and Dan Games fan, the Pokemon Center and the game will not load or save. This is due to our current host GoDaddy. We pretty much have outgrown their shared hosting plan so in order to not cause problems they added a filter that will block very active users from the sndgames.com server. The solution to this is to move to a more capable hosting service. This process is not an easy one and it takes a large amount of time to complete due to the vast amount of data that needs to be transferred . I ask for your patience in the matter. We will still be working on our games HTD, PTD 2, and ANPO while this is happening so it doesn't mean all progress has come to a halt. We will keep you updated on Twitter and here on the blog on the progress for getting PTD back on its feet and ready to go. Even if we had a 100 people this process would take a couple of weeks. We will get it working asap. Thanks for the support.

    P.S. You will not lose any data that was saved.
    P.S.S. We can't process any orders for the SnD Coins as well since that involves accessing the site which we are both currently blocked from. We'll respond with an email accordingly to any orders that come in and will process the orders as soon as we can.

    HTD: Since the latest 3 posts are all rather significant I'm just going to post a small HTD update here in order to keep them all on the front page. As noted above we're having some issues that we need take care of ASAP. Since Sam has heavy involvement in that process we are pushing off the next HTD release till we get this server issue resolved. The next HTD release will contain a bunch of stuff that we've be working on (Not including reworked graphics) and we'll be continuing to work on everything in the meantime. Sorry about the delay guys!
    -Dan

    UPDATE 5/11/2012 7:17PM EST
    Good progress has been made, I'm in the process of moving the databases to a new server. I moved the user database which has over 2 million entries on it today. Along with the small HTD database that only has 60 thousand entries. There are 8 different pokemon databases, the biggest one has 11 million entries in it. Smallest one has over 1 million. Sadly I can't automate this process since I don't have direct access to the server. I have to slowly take chunks of the database (about 200k entries) and import them on the new server. So we are seeing the light at the end of the tunnel but we still have to dig for quite a few days and then test everything to make sure it works. In the meantime since I moved the user database and the HTD database (which was tiny and took a few minutes) HTD is now playable again!
    -Sam

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    Hero Tower Defense Thursday: Day 37 - Decisions, Decisions

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    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.




    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 36 of Hero Tower Defense Thursday.




    This week we have some good news and some bad regarding the current state of HTD. As some of you may have noticed the game has started to run rather slow as we've been adding more and more to it. This was a worrying sign as we knew it would only get worse as we continued to develop the game. We also want to release HTD on other platforms, particularly the phone markets. The phones run far slower than the PC so we knew we were in trouble and needed to start looking into a solution.

    After some research we did find a solution and did a few tests which were giving us some positive results. However, in order to take advantage of this solution it requires the graphics to be processed a different way than how we've been doing it. There are a lot of little details involved in this that affects how the graphics are drawn and animated but essentially we have to revise the majority of the graphics. So with that in mind we started discussing our options and other concerns that we might be able to fix since we have to adjust the graphics. This led to the concern of the armor requiring a lot of work, which we were already aware of but if we could somehow make it easier it would save a lot of time. We didn't want to reduce the amount of character customization that the players would be able to adjust using equipment and other items because we know a lot of people enjoy that aspect of the game. Plus, it was something we really wanted to have as developers.

    We spent some time thinking about it and discussing it and decided that perhaps the easiest path to take would be to make all the graphics in 3D instead of 2D. It would still have a similar cartoony/anime style to what we have now because the 3D graphics would be rendered out using a cell shading method. The reason for going to 3D is because it removes a lot of tedious work after the upfront work is finished. Here's a few numbers to give you an idea of what we're talking about here. On average we have around 3 frames per animation and estimate to have about 8 animations for the characters. So right there we have 24 frames, now that's only one angle. HTD has 3 angles (Front, Back, and Side which mirrors) so now we have 72 frames to draw, per item. So take a helm for example, that requires 72 frames ot be drawn. A full suit of armor (6 parts) is 432 frames that have to be drawn and that's just for one character, one race, one gender. The female would require a different set of 432 frames for the same suit of armor. A different race would require another 864 frames for both genders, etc. As we add more more races the amount of work required for adding a single piece of armor increases by a lot.

    So with that in mind let's go back to 3D. I work 8 hours a day doing 3D for my full-time job and Evan has been working in 3D for awhile and taking some classes in it as well. Kevin and Bill are more specialized in 2D but their talents aren't lost because we need lots of concept art for both designs and animations, and both of them are very good at it. So how does 3D help us solve our problem? Let's take the helm as an example again. First, we'll have to model it based on concepts. Then we set it up on the character. That character would be animated to match the concepts. Once he is set up with the animations we never need to deal with them again. Since it's 3D we can just attach the helm object to it's proper location on the character and it'll position itself for all the animations automatically. Sometimes we might have to manually adjust it for certain frames but it's still a one-time set up. After that we have cameras and lights set up for each angle all we have to do is hit the render button and it'll give us all 72 frames or 432 frames for a full suit within minutes. Adjusting it to work on another gender or race is also far easier, just some slight adjustments and it'll be all set. Also making different colors and such will also be much easier and faster.

    While 3D does require a bit more upfront work, in our case it's very much worth it and we'll be able to keep all our customization that we wanted to have available to you guys. Now, this isn't like we're redoing the whole game, it's just the graphics really. Sam has to implement the new method of processing the graphics in order to speed up the game, which he's working on now, but once that's done we'll be right back to developing the rest of the game using placeholders and whatnot. We'll be leaving all the current graphics in as is for now. We may or may not add them as we go or just wait till we have a bunch done and do it all at once, we'll see.

    So that's where we're at. It's a speed bump but worth working through. This is just part of the developing process, it's nearly impossible for a small team to prepare for every obstacle and plan everything out perfectly. Plus the way we are doing it with giving you guys updates as often as possible through the whole process can complicate that a bit as well but it's more fun for us. We should be able to catch up graphically in a reasonable amount of time since all the concepts and animations are already done for the assets we have now. There won't be an update this week and maybe not next week but we'll still be posting about our progress as we go. We're certain this is the way to go so bare with us while we make this transition, it'll be worth it!

    In the Works:

  • Design

    • Pet System (50%)
    • Interface Revision (25%)

  • Graphics

    • Unit: Human Male - Revision (10%)
    • Unit: Fire Gecko - Attack Concept (25%)
    • Unit: Skeleton - Concept (50%)
    • Unit: Meerkat Non-Combat Pet - Concept (25%)
    • Unit: Goblin - Concept (25%)

  • Programming

    • Graphic Processing Revision (10%)
    • Saving Inventory and Equipment Setup (0%)


    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    As always any feedback is welcome, let us hear what you have to say in the comments! Thanks!


    -Dan

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    Pokemon Tower Defense's Final Release! A postmortem, and looking forward to the future!

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    Want to get the Shiny legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.

    Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!

    It has been a long time coming but the end of Pokemon Tower Defense is here! From start to finish it has been a year and a half. Blood, sweat and tears! But the outcome has been more than worth it. We have leveled up, and evolved so much from the beginning. We went from hobbyist to full time game developers. From no fans to thousands of fans. This is only the beginning of our long journey and we want you to come with us!

    As you move forward in any stage of your life it's important to look at your successes and your mistakes. There is a lot of valuable information in these things, especially your mistakes. In our case we will examine what I think went right in PTD and what went wrong. These things will help me with the development of PTD 2.

    What Went Right

    1. Crossing Pokemon with Tower Defense - This was the most critical element to the success of the whole game. Fortunately we got it right. I knew just the name Pokemon Tower Defense would catch many people's attention but the combination of elements will make them stay. From catching pokemon and using them as your towers, to having your towers stay leveled up and evolved between levels. This is something that I plan to continue and expand for the sequel. Adding breeding and pokemon holding items among other things will help the game move to the next level.

    2. Community Involvement - Adding the feedback button and asking for help to improve the game, especially in the early stages of the game really helped to build the community. This is something that we will continue to do with all our games. Your feedback from comments, emails, votes on polls heavily influences the direction that our games take. Votes usually affect the games directly.

    3. Weekly Updates - Waiting for the game to be completed was something that I couldn't afford to do. Releasing a game is similar to rolling a dice. The odds are mostly against you. The longer you take to roll the dice (release a game) the more risk you take on. Working on a game for some months and releasing it as an Alpha helps me to see if people are into a game and see if its worth spending more time on. Once the game was a success people just wanted more and more. I thought it would be great to have a new release each week almost like a TV series. Fans would be looking forward to the release each week, keeping the interest in the game going while being able to expose the fans to new ideas that I have for future games.

    4. Pokemon Center - The Pokemon Center, most specifically the Trading Center was a great success even though it is very basic right now. It gave a chance for you fans to trade each other. I was also be able to add other options like the game corner to add other things to do in the game. The Pokemon Center will get improvements for the sequel that will make transferring and trading a whole lot easier. The ads on the Pokemon Center also help to fund the development of the game.

    5. SnD Coins and Adoption - Snd Coins and Adoption really help fund our future games and also gave you the fans a chance to support us more directly while getting something in return. This system will be used for all our future games including PTD 2. In the near future we will add more ways to get the coins.

    6. Game Story - Adding the story to the game (most Tower Defense don't have a story) really helped to make the game more compelling and gave a lot of chances to add cameos for characters from the anime and game. Also it added the opportunity to add references to other media that I enjoy. PTD 2 will have a new story that is loosely related to the first game.
     

    What Went Wrong

    1. Weekly Updates - Yes, I know I put this on the what went right section but it also went wrong in a lot of ways. I really think the quality of the game suffered due to the quick update schedule. While I'm proud of how the game turned out as a whole I know that if I had more time the quality would have risen drastically. Many times I found myself with a lot of interesting ideas but not having the time to implement them in time. The story suffered a lot also do to quick updates. Epic fight scenes were turned into just something mentioned in the dialog instead of me being able to show it. For PTD 2 we plan to take more time to make sure everything is like we want it while still trying to maintain a good schedule. More on that later.

    2. The Grind - I felt that while some grinding was acceptable it was impossible to continue playing without having high level pokemon. This resulted in many people using the hacked version or having to grind out their characters while doing something else. I don't think this is fun and I want to reduce the need to grind in the sequel as I don't think it adds anything to the game. Shiny hunting will remain relatively the same but that is something that is optional.

    3. Multiplayer - I had many grand ideas for multiplayer but I never got the time to fully realize those ideas. Also the way I set up the attacks in the game didn't lend themselves for multiplayer which affected how synched the levels are (not very). For the sequel I want to rebuild the attacks to work for a multiplayer setup. Also focus more on the multiplayer as it adds re-playability to the game.

    4. Updating the game - Another big part that went wrong getting the update to the players. A lot of sites probably have older versions of the game that don't even work. For the sequel I want the game to check for the latest version and update itself so that everybody can get updates instantly as I put them up and I also won't have to be sending out updates to 5 different sites.

    What else do you think went right and what else do you think went wrong? Let me know.

    Now for the future!

    My main focus now will be working on Hero Tower Defense, but that game will not be moving at the same fast pace as PTD so that will allow me some time to work on PTD 2 and our Creature Universe game (Project ANPO). I know some of you just want me to work on PTD 2 but the reality is that I also need to focus on original games that can take Sam and Dan games farther than a pokemon game can. Since we don't own the rights to pokemon I can't put the game on the different app stores and sites like Kongregate. Also PTD can get shut down at any point and I wouldn't be able to do anything about it so putting all my eggs in that basket is not a good idea.

    I'm sure Dan will mention on this week's Hero Tower Defense blog but HTD is going to be getting some significant changes in the graphic department that will help speed up the development.

    For Project ANPO Dan and I got to talk a lot about how the game will work and we made good progress on that. What I hope to do this month is work on a prototype so that I can start testing out the different mechanics that we have in mind and so that you guys can check it out and give us your feedback.

    For PTD 2 the question I get asked the most is "When is it coming out!?" Well to be honest I don't even know when it's coming out. I will keep you guys posted. I did have an idea which is to make a special mode that has a lot of re-playability that will use the generation 1 pokemon (since I have all their stats and graphics already created) and release that first which will give you guys something to do while the game is in development. But even this mode will take a while to build so I don't have any specific dates to give out. Just follow me on Twitter and follow the blog for weekly updates to the game.

    Alright guys, I really appreciate all the support for this past year and a half. I hope you enjoyed the game and if you want some more then I will be working hard to keep it coming. Thanks for everything you do!

    As always let me know what you think!

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    Hero Tower Defense Thursday: Day 36 - Current Progress! Community Request: Crafting!

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    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.




    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 35 of Hero Tower Defense Thursday.




    There won't be a release this week because Sam had some finals to study for but everyone has been working on things that'll be in the next update. Now that we have several artists helping us out we should be able to start adding more content each release. Loot drops, equipment/inventory saving, and character progression are soon to come along with some other things. We've also been researching more ways to improve performance and prepare for other platforms.

    Some other changes we may be making is increasing the available unit placements for the heroes. Most unavailable spaces would just be blocked by some sort of environmental obstacle or away from the edges to prevent some other issues. However, there will also be another layer of placements to accommodate non-grounded units like flying pets or a hero with a levitation effect on them. This will allow for more variation and strategy which is always nice.

    Another topic of discussion lately has been crafting/trade skills/professions (whatever you want to call them) and how they could work. We plan to have a lot of flexibility when it comes to changing the customization of your heroes. For example, you'll be able to change their hair color and hairstyle by doing something simple such as going to a nearby town. You'll also be able to alter the look and stats of your weapons through blacksmithing (either in town or perhaps through one of your characters). So say you have a sword with good stats and then you find a cooler looking sword later on that you like but it doesn't have very good stats, or vice versa. You could use a blacksmith to change your current sword to look like the other sword. So now you have a sword with the same stats but it has the new look. There may be some limitation to this in that it has to be the same type, e.g. a sword to a sword, not a sword to mace. The same could be used for customizing the way your armor looks.

    Of course, you'll also be able to gather materials and create weapons from scratch. This would probably work like your typical RPG and allow you to break down other items to gain materials. Also, you'll likely acquire rare materials from bosses and quests that could lead to more powerful items.

    we're throwing around some other ideas for crafting but I'm curious to hear from you guys about what you'd like to see or any ideas you might have. So leave us some of your suggestions in the comments and we'll be sure to check them out, thanks!

    In the Works:




  • Design

    • Story: Intro - Scene 1 (10%)
    • Pet System (50%)

  • Graphics

    • Inventory Screen (0%)
    • Skill Selection Screen (0%)
    • Light Skill: Radiate (Native) (10%)
    • Light Skill: Shinning Strike(T1 Physical) (10%)
    • Light Skill: Fleeting Light (T1 Magical) (10%)
    • Unit: Fire Gecko - Movement (100%)
    • Weapon: Edged Boomerang (100%)
    • Weapon: Tall Axe (100%)
    • Weapon: Boomerang (100%)
    • Weapon: Spiked Club (100%)
    • Weapon: Claw Knife (100%)
    • Weapon: Basic Crossbow (100%)
    • Weapon: Flintlock (100%)

  • Programming

    • Saving Inventory and Equipment Setup (0%)


    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Let us hear any of your crafting ideas or other suggestions in the comments, all feedback is welcome!


    -Dan

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    Hero Tower Defense Thursday: Day 35 - HTD Pre-Alpha v0.015 Release! Nature Skills!

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    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.




    Welcome to Hero Tower Defense Thursday!



    HTD Logo


    Go here to read Day 34 of Hero Tower Defense Thursday.




    This week we bring you the Native and Tier 1 Nature Skills! We now have skills for each Element! The graphics for Light and Nature are placeholders for now but we'll be filling them in with something nicer soon.

    Nature Skills have a bit more focus on utility rather than damage or defense. It will still have those things but you'll see they are more strategic in nature, no pun intended. For example, the Nature Native Skill heals a little but also immobilizes (roots) the target for 3 seconds. Useful for catching enemies that could be running off or going after certain characters at the expense of healing them slightly. On the other hand you could be using it as stackable heal for a hero that is mostly stationary.

    You might wonder why you would use the Native Skill to heal instead of the Water Nature which heals for more and that can be answered with two reasons. One being Nature has additional utility in that it can also be used on an enemy to root them as mentioned before. And two, is that if an enemy is using a Nature Skill of their own that counters the Water Native then it'll wipe out the Water heal while the Nature heal would be safe.

    As I've said before this will all make more sense as more skills and such get added. Same goes for why you can target your own heroes with direct damage skills that typically one-shot them. There's a reason for this that hasn't been implemented yet and the damage/health ratios are skewed a bit right now so it's imbalanced. We'll be addressing this in due time though.

    One of the next things I'll be figuring out is how pets will work. I talked about pets awhile back in this post and got a bunch of good ideas from you guys so I'll certainly be taking those into consideration. Of course, feel free to offer some in comments for this post as well if you like. We always enjoy hearing ideas and suggestions from our fans!


    What's New:

    -Added Nature Skills (Using placeholder graphics for now)


    In the Works:


  • Design

    • Story: Intro - Scene 1 (10%)
    • Pet System (10%)


  • Graphics

    • Inventory Screen (0%)
    • Skill Selection Screen (0%)
    • Light Skill: Radiate (Native) (10%)
    • Light Skill: Shinning Strike(T1 Physical) (10%)
    • Light Skill: Fleeting Light (T1 Magical) (10%)
    • Unit: Fire Gecko - Movement (20%)


  • Programming

    • Saving Inventory and Equipment Setup (0%)



    Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Feel free to leave any feedback you might have in the comments, thanks!


    -Dan

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    Weekly Progress, Hacker vs Hacker, the poll, shiny legendary beast (dogs), and more!

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    Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.

    Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!

    Hello hello! Welcome to a brand new week of Sam and Dan games! I'm bringing you the latest news about what is going on with Pokemon Tower Defense 1, PTD 2 and our Creature Game (Project ANPO). Lets get on with it.

    First lets look at the progress for what is left of the game, as you can see three new levels are needed, there won't be an update this week since these will take longer than the simple training levels. But I expect the final update to be out the week after, so look forward to some pretty hard battles and the end of the game!
    • Elite 4 (100%) (Fight the elite 4 using the same team but team is completely healed between fights, potions will reset between fights (thanks for asking Kpwbo), any fainted pokemon will be brought back in full health between fights (thanks for asking Ethan))
      • Intro (100%)
      • Layout (100%)
      • Waves (100%)
        • Lorelei Ice Type Battle (100%)
        • Koga's Poison Type Battle (100%)
        • Bruno's Fighting and Rock Type Battle (100%)
        • Lance's Dragon Type Battle (100%)
        • New Moves for the enemy (100%)
          • Freeze all towers (100%)
          • Slippery Floor (100%)
          • Brain Freeze (100%)
          • "Anti" Poison (100%)
      • Ending (100%)
    • Champion Fight (100%)(Champion and Mewthree)
      • Intro (100%)
      • Layout (100%)
      • Waves (100%)
        • Ending (100%) 
      • Unknown Dungeon (Mewtwo and Mew) (100%)
        • Intro (100%)
        • Layout (100%)
        • Waves (100%)
          • New Moves for the enemy (100%)
            • Tower Teleport (100%)
            • Return to Pokeball (100%)
        •  Ending (100%) 
      • Adding new pokemon (100%) - Mewtwo
        • Add to Save Code (100%)
      • Change Lorelei's Character Avatar to the right one (100%) 
      • Fix Bruno's Avatar in the level select screen (100%) 
      • Fixed an issue that would erase your avatars when you bought an avatar in the avatar store (100%)
      • Fixed an issue that does not let you end the level if using a move like sunny day (100%)
      • Added Shadow Mewtwo and Mew to the Game Corner Random Shadow List (100%)
      • Fixed a bug that was preventing Blue version players from getting all the waves in the Unknown Dungeon level (100%)
      • Fixed a bug that was not resetting your towers health between levels causing your towers to have a huge amount of health when they shouldn't have that much, removing all challenge (This only happens in the Elite 4 and Champion levels (100%)
      • Fixed a bug that was preventing your pokemon from getting the proper HP boost in the Elite 4 levels (100%)
      • Missing Gym Achievements (100%) 
        • Implement in game (100%)
        • Implement in Server (100%)
        • Remove Shadow Magmar and Shadow Squirtle from Game Corner Random Shadow List (100%)
      • Convert all Legendary Beast (Dogs) to their shiny version from regular (100%) 
        • Add Shiny Graphics (100%)
        • Add Shiny Graphic to the trading center (100%)
        • Change the Adoption Center to Shiny (100%)
        • Convert all current trades to shiny (100%)
        • Convert all account to shiny (100%)
      • Allow the hacked version of the game to use hacked version pokemon to get hacked version legendary birds (100%) (This will show up on v1.0)
      The last two points are of special interest. Converting all Legendary Beast (dogs) to shiny. I never really explained it so I can see why some of you are confused. Well PTD 2 is set on the Johto Region which has Entei, Suicune, Raikou in them. In that game you can expect to catch the regular version without having to pay. So I think people that paid 20 snd coins for them would be very upset that other people can easily get them without paying. Converting them to shiny allows for the regular version to show up in the game while still having the shiny be rare as the beast are now. If you really just want to have them be regular as one person mentioned then you will have to wait until they are available in PTD 2, another possibility is that I convert them but then add the regular ones in the adoption center for a smaller coin price.

      The second point is that in the hacked games you can't get the legendary birds at all. This change will allow you to get them in the hacked version of the game but they will be branded as hacked version.

      Speaking of hacking... I wanted to clarify the different levels of hacking, what I'm okay with and what I'm not okay with. What I do to stop them and what the hell happened this weekend. So first I want to talk about "Hacked version" pokemon and playing the hacked version on various websites like hacked arcade games. Having pokemon with the "Hacked version" tag (that can be seen on the pokemon center) or playing the hacked version games on those sites, (You can see HACKED VERSION in red letters in the main screen) is not something that I'm against. Which is why I asked you guys if you wanted a way to convert from "hacked version" to normal. Since playing the hacked version is not really hacking at all but more like a cheat code. Any other form of hacking, either using cheat engine or any scripts I do not agree with. Recently we have some drama with hackers attacking other hackers and users were caught in the middle of it. I believe everything is resolved now. So lets move on. (If you want to find out more about the whole incident head to our fan run forum.)

      So looking at the poll I can see that the majority wants to be able to convert hacked pokemon back to normal, but a good chunk (29% as of writing this) don't want it. Some might think that it's not fair since you can level up pokemon much faster in the hacked version. But they also have to spend their precious casino coins on clearing hacked pokemon that you can spend on Shadow pokemon. If anything I'm interested to hear what could be tweaked in the idea that would make it so you would agree with it.

      PTD 2
      I get a lot of emails asking me questions or giving me suggestions about PTD 2. While I can't answer them all (I wouldn't be able to get anything else done if I did) I do read them all since it's easier to read and move on that read and think of a good reply to send back. People talk about different things in these emails but the one thing that people talk about the most is transferring pokemon from PTD 1 to PTD 2. So I want to talk in more detail about my current plans (these can change) on the subject.

      1. Yes, you will be able to transfer your pokemon from PTD 1 to PTD 2.
      2. You won't be able to transfer pokemon from PTD 2 to PTD 1 if they don't exist in PTD 1 or have moves that don't exist in PTD 1. Any other pokemon that exist in PTD 1 and has moves from PTD 1 can be transferred back and forth. (By exist I mean that you can capture in PTD 1)
      3. You won't be the same character in PTD 2 that you are in PTD 1 so your pokemon won't obey you when you trade them over unless you have the proper badge. So transferring a level 100 won't mean that you can beat the game easily since that pokemon won't obey you.
      4. You won't be able to trade pokemon from PTD 1 to PTD 2 until you have 4 badges in PTD 2. After you get 4 badges the ability to trade from PTD1 to PTD 2 will be unlocked. 
      5. When you trade a pokemon over to PTD 2 it won't lose any of its experience or level.
      I hope this explains a lot of the questions.

      Creature Universe (Project ANPO)
      I've been so focused on PTD 1 and HTD that I haven't been able to design more for ANPO. If you haven't read the past post for ANPO I suggest you check them out to get all the juicy details.

      Before I conclude, I wanted to say that there won't be any new Mystery Gifts for PTD 1. Also for PTD 2 I'm going to rethink the Mystery Gift to see if there is a better way of making it happen or if I will keep it the same.

      As always let me know what you think! I read all the comments, so even if I don't reply rest assured that I read it. I have to read them to accept or deny them so even if you post doesn't get published I looked at it. :)

      So have a good week and keep coming back to check out my progress and Thursday for HTD! Enjoy!

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      Hero Tower Defense Thursday: Day 34 - HTD Pre-Alpha v0.014 Release! Light Skills! New Artist, Evan!

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      Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.

      Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!


      Welcome to Hero Tower Defense Thursday!



      HTD Logo


      Go here to read Day 33 of Hero Tower Defense Thursday.




      Ok, so clearly it's Friday lol. I was away all Thursday so didn't have a chance to write the post and Sam was busy as well so we just put the update off till today. So, we'll just pretend it's still Thursday :P

      Ok then, we've added the Light Skills. Probably the first thing you'll notice is the graphics for the effects and icons are a tad different than the rest.. as in they either aren't there or are very basic. Don't worry though, they're just placeholders while the final versions are being developed. The Native Light Skill increases the Physical and Magical Damage of the target.

      We've also picked up another artist who will be helping us out with HTD graphics (we need a lot of them :D). So without further ado, welcome Evan! He's actually a friend of Bill's and is excited to be working with us on our games. Creating art for a game is very time consuming and tends to require more people than other areas so we're happy to have artists such as Bill and Evan helping Kevin out.

      Nature Skills will be coming up next and with those we'll finally have all the Native and Tier 1 skills available for each element. We've got several other things in the works so don't worry too much if you don't see the %'s in the progress lists below changing much. That's just a list of some of the more major things that are currently in the works. Sometimes we have to do a bunch of smaller things that we don't bother listing there.

      Thanks everyone!


      What's New:

      -Added Light Skills (Using placeholder graphics for now)

      -Made some performance tweaks

      -Fixed female hair toggle showing for males


      In the Works:




    • Design

      • Story: Intro - Scene 1 (10%)
      • Weapon and Armor Stats (100%)
      • Map: Intro - Stage 2 (100%)





    • Graphics

      • Inventory Screen (0%)
      • Skill Selection Screen (0%)
      • Light Skill: Radiate (Native) (10%)
      • Light Skill: Shinning Strike(T1 Physical) (10%)
      • Light Skill: Fleeting Light (T1 Magical) (10%)
      • Unit: Fire Gecko - Movement (50%)





    • Programming

      • Nature Skills (100%)
      • Saving Inventory and Equipment Setup (0%)



      Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

      Any suggestions or feedback is welcome in the comments!


      -Dan

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      Hero Tower Defense Thursday: Day 33 - HTD Pre-Alpha v0.013 Release! Multiple Profiles Screen and a bunch of new graphics!

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      Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.

      Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!


      Welcome to Hero Tower Defense Thursday!



      HTD Logo


      Go here to read Day 32 of Hero Tower Defense Thursday.




      Alrighty, another week another update! This time around we've added a Profiles Screen where you can set up multiple profiles. Having several profiles will have more purpose later on when things are more locked down (they are very open right now for testing purposes) and we add more features like achievements and whatnot. There will be a delete option eventually as well but since they are fully editable there's no need right now.

      We've also added a bunch of new graphics for the menus that Kevin has been working on. Graphics for the some of the other screens are still in the works but you can get an idea of how things will be looking from these new ones. It certainly makes it look a lot more finished, so that's always nice to see.

      The Party Screen has been revamped a bit with the new graphics and now mainly uses drag and drop functionality. It's far less clunky this way and overall easier to use. Some of you have mentioned this in the comments and suggested such things so expect the whole interface to become a bit more intuitive as we continue with development.

      There have also been a few bugs you guys/gals have pointed out and we've fixed several of them. There's still a few we're working on but the biggest ones should be gone now. Thanks for pointing them out!

      Light skills will be coming soon, there were some technical difficulties in the graphics department because the pen to Kevin's tablet bit the dust and he had to wait a few days while a new one shipped in. All is well now though and we'll see about getting them in asap!


      What's New:

      -Login Screen Graphics

      -Profiles Screen (Multiple profiles)

      -Party Screen Graphics

      -Added Drag and Drop functionality to the Party Screen

      -Added a Menu button (little gear next to the Zoom buttons) in the upper right while in battle. It will return you to the Party Screen

      -Fixed a few bugs


      In the Works:



    • Design

      • Story: Intro Scene 1 (10%)




    • Graphics

      • Inventory Screen Graphics (0%)
      • Light Skill: Radiate (Native) (10%)
      • Light Skill: Shinning Strike(T1 Physical) (10%)
      • Light Skill: Fleeting Light (T1 Magical) (10%)
      • Unit: Fire Gecko - Movement (20%)




    • Programming

      • Light Skills (100%)



      Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

      Thanks for the support guys! Your suggestions, ideas, and feedback are always welcome and helpful so be sure to stop by the comments and let us know what you think!


      -Dan

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      Hero Tower Defense Thursday: Day 32 - HTD Pre-Alpha v0.012 Release! Inventory and Equipment!

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      Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.

      Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!


      Welcome to Hero Tower Defense Thursday!



      HTD Logo


      Go here to read Day 31 of Hero Tower Defense Thursday.




      This week we get to implement one of the bigger RPG elements of HTD, the inventory and equipment systems! Well, the start of it anyway, it's rather limited right now but we'll be building on it. Once again the graphics for the menus are temporary for the time being. Kevin will be replacing them with nicer ones soon.

      The inventory is a place to store all your items that you gather through your travels. It will hold everything from potions to materials to ingredients to equipment. You can access the inventory and equipment screens from either the Hero Screen or by pressing the Inventory button in the bottom right during battle. The inventory itself is universal for all your heroes, they all share it. However, depending on the hero you have selected will determine which equipment is shown in the hero equipment window.

      You can see that there will be quite a few equipment slots. Not all will be visual, smaller items like rings and necklaces most likely won't be visible on your hero. You'll also have a Main Hand and Off Hand weapon slots for both melee and ranged weapons. Your character will automatically switch between melee and ranged based on the enemies distance and the skill the hero is currently using. We'll get more into this later but basically you'll have Physical and Magical based weapons which your hero will choose to use for optimal efficiency for whichever skill they are about to execute.

      Right now all that you can do is equip and unequip your armor and Main Hand melee weapon. You can move things around however you like; give each hero a different weapon, take off some of their armor, or take away all of their armor if you want to be mean (those of you that intentionally KO your own heroes will probably do this). Keep in mind that your equipment setup will no save for now, we're still working on that.

      Currently none of the items have stats yet so you'll just be affecting visuals for now but those are coming soon! There's a bunch of stuff in the works that are taking some time but we're slowly but surely getting there. Some of you may have noticed the game getting a bit choppy after awhile. We're currently in the process of fixing this and should be able to resolve it soon.


      What's New:

      -Inventory System

      -Equipment System


      In the Works:





    • Design


      • Story: Intro (100%)
      • Story: Intro Scene 1 (0%)
      • Class Skills: Tier 1 (100%)






    • Graphics

      • Inventory Screen Graphics (0%)
      • Light Skill: Radiate (Native) (10%)
      • Light Skill: Shinning Strike(T1 Physical) (10%)
      • Light Skill: Fleeting Light (T1 Magical) (10%)
      • Unit: Fire Gecko Concept (100%)





    • Audio

      • Sound Effects: Light Spell (100%)





    • Programming

      • Multiple Profiles (100%)
      • Light Skills (0%)


      Check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

      As always feedback is welcome in the comments!


      -Dan

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      Hero Tower Defense Thursday: Day 31 - HTD Pre-Alpha v0.011 Release! Buff/Debuff Icon System, 5th Hero, and More!

      0 komentar

      Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.

      Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!


      Welcome to Hero Tower Defense Thursday!



      HTD Logo


      Go here to read Day 30 of Hero Tower Defense Thursday.




      This update introduces a 5th Hero who comes equipped with a 1H Hammer. With him you can now take a full party of 5 into battle! We've also added the Buff/Debuff Icon System, a new cursor, and some minor other tweaks. We're working on the Light Skills next and those should be fun. Then all that's left will be Nature! At least for Tier 1 Elemental Skills, there's still plenty more to come.

      For the buff/debuff icons you'll notice they are flashing, this is to warn you that they are about to run out. In this case these will always be flashing because the current skills only last a few seconds since they can be reapplied constantly. This won't be the case for all skills so when a buff/debuff lasts longer it will just stay solid.

      We're looking to start on the Inventory, Hero Stats, Leveling, Skill Point System, and Class Skills soon. Those will add a lot of the RPG mechanics we want into the game and then we'll finally have nearly all the core mechanics implemented. The Inventory will be pretty typical although looting will be a little different than usual. I'll go into more detail about that when we implement it. The primary Hero Stats will be the traditional Strength, Stamina, Intelligence, etc but there will also be some secondary stats like Elemental Attunement stats which basically make you both better with a specific type of element overall as well as more resistant to the harmful effects of that type.

      So look forward to those coming soon along with other cool stuff. We've also made progress with the development of the overall story (think of it like the main quest line) and will be starting to develop some more maps and such as well. So stay tuned!

      On a side note, the HTD wiki folks requested some information so I'll be adding enemy stats and other tidbits to the Play HTD page for viewing till we get in-game versions implemented. Keep in mind the information there is temporary, the names and stats will be changing.


      What's New:

      -Added Buff/Debuff icons (They flash when under 5 seconds which is currently all the time, there will be longer ones later)

      -Added 5th Hero

      -Character Names (This was actually already in but you have to do it at the Hero Screen)

      -Smaller Character Nameplates

      -Added 1H Hammer

      -Added New Cursor (It changes when dragging things)


      In the Works:




    • Design

      • Hero Stats and Points (100%)
      • Story: Intro (20%)
      • Story: Intro Scene 1 (0%)
      • Class Skills: Tier 1 (75%)





    • Graphics

      • User/Profiles Screen Graphics (100%)
      • Inventory Screen Graphics (0%)
      • Light Skill: Radiate (Native) (10%)
      • Light Skill: Shinning Strike(T1 Physical) (10%)
      • Light Skill: Fleeting Light (T1 Magical) (10%)




    • Audio

      • Sound Effects: Light Spell (0%)




    • Programming

      • Inventory System (100%)


      Also check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

      Any suggestions, ideas, or feedback in general is welcome in the comments. Thanks guys!


      -Dan