Posts Tagged ‘tower defense’

Blocky Hill’s randomly generated maps

Posted by
Tuesday, August 30th, 2016 10:00 am

It’s been a hectic 3-day marathon but we’ve completed our 3D tower defense game, Blocky Hill!

View post on imgur.com

Terrain is an important part of the game; set up boulder traps along long lanes for massive damage, you can even build terrain to place more towers! We hope you like the game 😀

I made the random map generator. Since there are towers that are placed on the sides of blocks as well as on top, it’s important to have plenty of hills to place all kinds of towers, but not to have deep valleys because it blocks the camera. Perlin noise worked great here: it makes these nice smooth hills.

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Kungo is Ready!

Posted by (twitter: @emmaheroe)
Monday, August 29th, 2016 7:01 pm

juego

Finally! I close the game, it have some bugs, like any kind of game done in this time but is playable and complete 😀

The game have an intro, a tutorial, and the big game where you have to survive and destroy all the aliens to finally see the winners screen 😉 The dinosaurs that you may find are random each time you start the game, but since there is only 1 enemy, it’s easy to beat with any combination.

I started the gamedesign searching for a new kind of tower defense, while experiencing with construct 2 options, i found that this combination of behaviours and options are quite fun, each dinosaur ended with its own personality and thats something i loved. Also the graphics that Hector created are lovely and fits perfect with the game intention.

Well no more words, you can play it in:

Ludum Dare 36

Almost done! Kungo is getting ready

Posted by (twitter: @emmaheroe)
Monday, August 29th, 2016 1:42 pm

Clipboard02

Im almost done with Kungo. This awesome neandertal with his magnificent pets 😀 got a cach em all!

Now you can have:
TRexie: baits really hard!. If you place it strategically, you can have a big guardian.
Trixer: likes to run and ram! It’s a wild guy but a great companion to make you follow everywhere as a bodyguard.
Terox: Fly far and love home! This one its tricky, you can take him anywhere but after a strong and long attack it goes back to his nest egg.
Lonx: A simple budy with a long and crazy neck. Hits everything around him, just like Trexie but with more life than tooths.

Kungo ancient kungo strong

Posted by (twitter: @emmaheroe)
Sunday, August 28th, 2016 4:35 pm

At this time the game for the ludum dare is almost complete 😀 with tutorial and a general lvl :)

It’s simple but this time is only for pc just because i couldnt get time to set the touchscreen controls, but it could be in a future version.

You play as Kungo, a neandertal that protects the eggs of dinosaurs from alien invaders, to do it, you count with your streght, and that’s it. So break rocks, throw rocks and burn them into ashes.But to help you, each egg can hatch a powerfull dinosaur with special habilities, place them smartly and Destroy the Alien Spawners to win for the world!

kungo2 kungo3 kungo4

The Curse of Koomba – Postmortem

Posted by
Wednesday, September 2nd, 2015 1:58 pm

Dani (The Artist)

I think we chose the right graphic style. The funny, cartoon style gave me many freedom  and I didn’t have to worry about technical proportions. Considering the short time that you have at any game jam, this is a great advantage.

Another benefit from Ludum Dare is that you don’t have to create perfect designs because you are not going to sell anything to anybody. You work fast and fresh, improvising ideas all around. The first character concept art I drew was my reference for the next pixel art with some minimum changes. They were easy concepts because they were based in big genre archetypes. Koomba is a monstrous angry mushroom because we want to make a homage to the first goomba of World 1-1 in Super Mario Bros.

ludumdare-youarethemonster-earlyconcepts

I have done some sprite animations before Ludum Dare with 64×64 pixels proportions. If you want a fluent animation with these dimensions, you need between 10 and 12 sprites, and also these proportions demands a more “realistic” style. In 72 hours I didn’t have the time to do so much detailed sprites (and background tiles), so I decided to do 32×32 pixels sprites (some caracteres exceed this dimensions a bit). With this size, you can do a proper animation with only 4 sprites and just moving the feet (working with layers always saves you a lot of time and work). Some death animations (Koomba, the Dark Lord, the holy wizard) have between 6 and 9 sprites to obtain a smoother, cooler effect.

KNIGHT-walk BAD-MUSHROOM-walk2WIZARD-deathBAD-MUSHROOM-DIE

We wanted to do two or three scenarios, but soon we realised we only had time to do a proper level. So we decided to do the interior of the Dark Lord’s tower. I only had to paint some old stone brik tiles with minimum adjustments and three assets: a gargoyle, a candle and some dungeon jails. At first we had some problems with transparencies, but soon Antonio fixed it.

gaggola JAIL lampara

We also wanted a different death for every knight when they collide with the Dark Lord’s shield, but we had no time so at last I only did a customised ash death for the base knight (not used) and one generic ash death for everybody.

 

Antonio (The Coder)

At first, I thought we would be unable to submit an entry with a decent level of quality. The first hours were a continuous rush, with many decisions to take, many code and art to put in place and always hearing in my mind the tick of the clock (let’s do remember that this was our first Ludum Dare). Once the initial adrenaline surge was over, the work to do was clear and we did have enough time to add even more kind of enemies than which we figured out at the beginning.

Another challenge was the selection of the game engine, because we had never use Unreal Engine 4 Paper 2D plugin in a serious endeavor (although we are proficients in its 3D and primary workflow). Besides our lack of knowledge, it did not take much time to have our first prototype working, so I must say “YAAAY” for Paper2D.

the-curse-of-koomba-screenshot2

Regarding theme and mechanics, I think we choose well. A sidescroller platformer (even with the ‘You Are a Monster’ twist) is easy to implement, so we could have enough time to polish other aspects like add one or two different enemies more or a proper Wave System. However, at the end of the third day, the Wave System was half-implemented and we did prefered to use the last hours adjusting some gameplay values, smoothing the controls, and so on.

Although I am very glad with the final result, it turns out that we forgot an important element of any videogame. Yes, you’ve nailed it. I am talking about the audio. So here we are, awaiting our chance to go beyond ourselves and make a game with audio next time.

See you on December!

You can play The Curse of Koomba right here!

Mountain King

Posted by
Monday, April 20th, 2015 8:16 pm

My Ludum Dare entry has been submitted!

Mountain King game by ImDeity

You are a great Mountain with something everyone wants! Defend yourself by hurling rocks at attackers. Upgrade your stats to become more powerful.

View the entry here. You can play it on Web with the Unity plugin or download the Windows / Mac / Linux versions.

Halfway There!

Posted by (twitter: @IamJacic)
Saturday, April 18th, 2015 8:05 pm

Wow, 24 hours goes by fast!

early3My game is a top-down shooter with tower-defense elements. When a level starts, a zone (or more than one, on later levels) is randomly placed. Enemies will come to try to kill you and destroy these zones before you can fill them with power. Objectives vary from defeating all the enemies to powering all zones to simply surviving for a set amount of time.

Weapons include bricks, forks, bubbles, dirty socks, and ice cream.

early5I still have a lot to do, but I’m confident I can finish on time!

Mascarpone cool 2D tower-defense with “cute” soundtrack?

Posted by
Friday, December 12th, 2014 3:51 pm

HELLO GUYS!

THANKS FOR THE SUPPORT ! THANKS FOR THE SUPPORT ! THANKS FOR THE SUPPORT ! THANKS FOR THE SUPPORT!

We are two 15years old game developers
Usually we create adventure games, it’s time for a change!
Introducing to you –

Mascarpone is a tower defense game. We chose a minimalist design, with our cute music. Build kitchen-tools and place them on the map to stop the wawes of mascarpone pudings reaching the other side! Kitchen-tools can only shoot their own color of puding except for the Eggbeater. You can change kitchen-tools colors! HAVE FUN!

http://ludumdare.com/compo/wp-content/compo2/407933/44551-shot0.png

Done (kind of) and submitted !

Posted by
Monday, December 8th, 2014 5:22 pm

Our first entry for Ludum Dare !

Ferchault's Island Game

Play It Here

Submitted. What a joy!

Posted by
Monday, December 8th, 2014 5:05 pm

You can play my first Jam game here. “Zombies Vs Army” (what a simple name!)

Need some heavy long sleep :). Can’t wait to play all games from community.

Planning to write a post about my development tools, assets and strategy. Interested? Like it

One Last Stand – Game Screen

Posted by
Sunday, December 7th, 2014 2:31 pm

A little preview of our latest modifications, we now have a beginning of a background and a city, ennemies and a standard turret.

Gamescreen

Sol Defender – Update 3 (VIDEO!)

Posted by
Sunday, December 7th, 2014 11:33 am

New progress! Video :).. Still need to finish Menus, Sound, and setup a few levels…

 

One Last Stand – UI preview

Posted by
Sunday, December 7th, 2014 9:11 am

 

 

We’re progressing ! We now have the whole interface ready for further integration. More to come soon with the Background, turrets and ennemies !

interface icons

Sol Defender – Update

Posted by
Sunday, December 7th, 2014 5:46 am

Okay I think a lot of the core systems are done. Now on to audio and level design :)…
The idea of the game is to defend Sol by collecting dark matter and using it to construct defenses. Its a super simple art style (Im a programmer) but I think it looks slick. The dots are stand-ins but the red dots are the enemies marching towards Sol and the blue dots are your defense pawns. You can upgrade the pawns shields (green circles) and upgrade the weapon types.

Oh yeah, the big orange line is when an enemy hits Sol’s shield, Sol fires out one huge beam that destroys all enemies in that line.

Any thoughts? Maybe some hearts :'(

SolDefender_a2

 

Def – my LD26 game, embiggened

Posted by (twitter: @OMGWTFGAMES)
Thursday, October 9th, 2014 3:11 am

So let’s call this a double October challenge. Last October I released a game on OUYA (sales postmortem to follow) – now I’m releasing it on PC/ Mac / Linux with a huge update.

I’ve just finished a major content update for Def (+15 levels) and have released a version for desktop computers publicly for the first time. You can see all my devblog entries on Def here.

<marketing mode>Buy it here on itch.io ! The perfect pumpkin-free Halloween gift for someone you love. Or something like that. </marketing mode>

I’m calling it a beta and selling it discounted while I gather feedback for final tweaks and bugfixes.

Here’s the trailer. It’s intended to market the game rather than give a completely objective representation of every element of the gameplay – as a result it doesn’t show much of the ‘interactive fiction’ story parts since those are (hopefully) amusing to read but generally boring to watch.

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Infection!!!

Posted by
Monday, April 28th, 2014 6:37 pm

Click here

to Play!

infectiondisplay

 

After 72 hours, (not many of these used to sleep xD) Infection is finally here. Infection is a Top-down shooter with some tower defense mechanics made by Daniel Snd (me) and Sebastian Lague. While a man’s life rests in balance you must go beneath the surface to fight his diseases and prevent the infection to spread.

 

ss (2014-04-28 at 07.42.56)

This is the first Ludum Dare that I create all the art (I usually share this function with another artist) and I couldn’t be more proud, I believe this might be my best looking work yet ^^ As usual I’ve kept to the Cartoony/Super-lowpoly look. All characters are based on the same mesh, and I reutilize the same textures on many different objects. Well, I’ll do a detailed postmortem on the experience of creating the art for it later, once I get some sleeping and my arm stops hurting hahahah. Meanwhile you can check out the Timelapse videos I recorded during the weekend:

Timelapse day 1

Timelapse day 2

Timelapse day 3

 

WinAnimMolecular

Thanks for reading!

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