Tampilkan postingan dengan label Bill. Tampilkan semua postingan
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Kamis, 26 April 2012

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

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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 (75%)
    • Weapon: Edged Boomerang (100%)
    • Weapon: Tall Axe (100%)
    • Weapon: Boomerang (100%)
    • Weapon: Spiked Club (100%)
    • Weapon: Claw Knife (100%)
    • Weapon: Basic Crossbow (50%)
    • Weapon: Flintlock (25%)

  • 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

    Kamis, 19 April 2012

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

    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

    Jumat, 13 April 2012

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

    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

    Kamis, 05 April 2012

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

    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

    Kamis, 29 Maret 2012

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

    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

    Kamis, 22 Maret 2012

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

    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

    Kamis, 15 Maret 2012

    Hero Tower Defense Thursday: Day 30 - HTD Pre-Alpha v0.010 Release! Water Skills, Healing, Buffs, and Changeable Native Skills!

    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 29 of Hero Tower Defense Thursday.




    Ok, we're back with another HTD release! We ran into a few issues last week which is why there was no update. If things aren't ready then we don't release an update, we'd rather take our time to make them good instead of rushing things out.

    So then, we've introduced some Water Skills. Since Water is the more defensive element you'll notice that these act a bit differently. For example the T1 Physical and Magical Water Skills still do damage like the Fire and Shadow skills but also give you a buff that increases either your Physical or Magical Defense respectively.

    These buffs only last a few seconds but but they are easy to keep going since it is triggered every time you use the skill which has a lower cooldown than the buff duration. So essentially you can keep them up forever if you only use those skills. You'll only see the buff effect if it is a fresh buff. In other words if you aren't renewing the duration of a prior application of the buff then you won't see the effect. This is to prevent it from spamming.

    You'll notice there aren't any buff icons to go with the buff themselves, these will be added soon. They just require another system that we don't have yet but it's high on the list. With the buff icons you'll be able to see which buffs/debuffs you have on each character.

    We've made it so you can change the Native Skill of each hero. Go to the Skills Screen and click the Native Skill Icon (The big middle one) to toggle through the current (3) Native Elemental Skills. This is just temporary for testing purposes because in the actual game you won't be able to change this on a whim, you'll have to do something in order to change your Native Element.

    The Water Native Skill is the first skill where the primary targets will be your own characters and not the enemies. This is because it is a healing spell which, like the other Natives, stacks up to 5. So since this would mainly be used on your own guys we had to make the heroes and the civilian target-able as well, which they weren't before. Also, we had to make the AI a bit better so as to heal your weakest guys first which helps a lot. The Heroes should also now prioritize their target selection to the lowest HP enemy within range for damage skills.

    So now you get to play around with some defensive and utility skills and see how that'll work. As I've said before these Tier 1 skills are very basic because there is no plain generic attack to use. You will always be using a skill of some kind so the first skills had to fulfill that requirement for each elemental type. Light Skills are up next so expect to see those soon!


    What's New:

    -Added Water Skills

    -Added Hair Customization Toggle Graphic

    -Made Native Skills temporarily changeable (click the Native Skill icon in the Skills Screen to toggle through the current (3) Native Element Skills)

    -Improved Sound Quality

    -Added Character Name Plates (Changes to the names themselves still don't work yet though, we'll implement that soon)

    -Dragging a character to any side of the screen now scrolls the map

    -Added restrictions for how far you can scroll over the map


    In the Works:



  • Design

    • Hero Stats and Points (50%)
    • Story: Intro (20%)
    • Story: Intro Scene 1 (0%)
    • Class Skills: Tier 1 (50%)




  • Graphics

    • User/Profiles Screen Graphics (75%)
    • Inventory Screen Graphics (0%)
    • Light Skill: Radiate (Native) (10%)
    • Light Skill: Shinning Strike(T1 Physical) (10%)
    • Light Skill: Fleeting Light (T1 Magical) (10%)
    • Weapons: Hammer and Swords (100%)




  • Programming

    • Buff/Debuff Icon System (100%)
    • Inventory System (0%)
    • Saving Character Names (100%)


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

    Let us know what you think in the comments and as always any feedback is welcome, thanks!


    -Dan

    Kamis, 08 Maret 2012

    Hero Tower Defense Thursday: Day 29 - The Class System

    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 28 of Hero Tower Defense Thursday.




    Unfortunately there's no update this week because we are still working out some things that would have made for a less than stellar update. Things like game crashing bugs and whatnot so we'll be holding off till next week. You can expect this on occasion with HTD because while we shoot for weekly updates sometimes we have to skip a week here or there in order to spend a little more time to fix stuff.

    So then, let's talk about classes. If you recall in an earlier post way back when I had mentioned the classes but I don't recall going into significant detail about them. So allow my to explain what out current plan is... it's interesting.

    First we want to have it be more along the lines of an open-class system. That basically means everyone starts nearly the same way but customizes their character into a specific class as they level up. In a closed-class system you pretty much just pick a class and that's that. You might be able to branch off into different skill trees within the class but that's about it.

    What we are hoping to do is take the open-class system but having it guide you into a class that is determined by what skills you want. So instead of assigning attribute points to increase hero stats you will just be picking skills which will then determine which what attributes are increased. It's important to keep in mind that there is another set of skills called Class Skills (CS)which we haven't implemented yet. These are more character based and mostly passive skills that help shape your hero into the class you want.

    So let's go through a few steps on how this would work. Every so often you would get a Elemental Skill Point (ESP), you'll probably only get 10 of these (used to be 15 but lowered it for a few reasons). You would assign this ESP to a skill like Physical Tier 1 Fire, Flame Strike. So now you have this ESP in a Physical Skill (PS). Every level you will be getting Class Skill Points (CSP), there are two types of these, Physical and Magical. Which one you get is determined by what ratio of Physical:Magical ESPs you have signed. So for example if you have 1:0, each level would be giving you all Physical CSPs. If you are 1:4 you'll be getting some Physical CPS but mostly Magical CSPs. The amount of CSPs you get increases by one per level each time you get a new ESP until you are maxed and then every so often after that. So eventually you're getting 10+ per level.

    The reason for the Physical and Magical CSPs is to keep you on track with your Elemental Skill (ES) choices. It's never really good to assign all your ESPs to Physical ESs and then increase your Intelligence stat really high. It's a bit of a conflict since the damage of those ESs will be based on other stats like Strength. With this set up you pick the ESs you like and you are given CSPs to help make it better. If you have a mix of Physical and Magical ESs then you get a mix of CSPs, etc.

    Class Skills themselves will increase various stats to different amounts depending on their purpose and the amount of points invested in them. For example there might be a skill that allows you two wield Magical weapons more effectively. This would be a passive Magical skill that increase your Intelligence and perhaps Agility stats as put more points into it. You might also find an active skill such as Taunt in the Physical section which would increase your Strength and Stamina per point.

    So the reason for all of this is so that you can pick the skills you like and end up with character stats and CSs that support them. Doing all of this ultimately defines your heroes into certain classes. For this reason, it's more like a dynamic class system that adjusts as your character takes shape. You might start out as a Warrior and end up a Paladin with healing. You could begin as a Healer and end up as an Battle Mage that can also tank. Perhaps you'd start as a Fighter and become a Monk. You can still go the pure route as well and be a full on Archer, however their title will also change as they develop because there will be different "classes" of Archer. For example some higher classes might be Marksman, Bowman, Ranger, Sharpshooter, etc.

    The ESs you choose may also affect your class, for example Shadow Knight (Shadow ESs), Holy Paladin (Light ESs), Arch Mage (Wide mix of ESs), etc. For this reason there will be a whole lot of classes that you could end up as. Discovering them will be part of the fun, and yes there will be ways to respec your heroes so you won't have to keep making new characters to experiment.

    Now, what I'd like to ask you guys is, what classes would you like to see? Give me a Class Name and what sort of Elemental and Class skills they might have. Be general with the skills, I don't need specifics but more of just an overall idea. Here's an example: Death Dealer - Fire and Shadow Skills with dual wielding melee skills and fast attack speed skills. Now let's here yours in the comments!

    I'd also just like to mention once again that there is a HTD wiki page that has been created by our fans! It can be found here: http://herotowerdefense.wikia.com/wiki/Hero_tower_defense_Wiki

    Big thanks to everyone who has been contributing! We've also added the wiki to the Fan Links/FAQ tab.


    In the Works:




  • Design

    • Mid-Battle Skill Screen (100%) - Different from the current pre-battle screen
    • Story: Outline (100%)
    • Hero Stats and Points (50%)



  • Graphics

    • User/Profiles Screen Graphics (50%)
    • Inventory Screen Graphics (0%)



  • Programming

    • Targeting Heroes With Skills (100%)
    • Bug Fixes (100%)


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

    I'm looking forward to hearing what classes you guys come up with along with any other feedback and comments you guys have! Thanks again for the support!


    -Dan

    Kamis, 01 Maret 2012

    Hero Tower Defense Thursday: Day 28 - HTD Pre-Alpha v0.009 Release! User Profiles!

    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 27 of Hero Tower Defense Thursday.




    This week is a small but useful update. We've added user profiles which will save your character set ups. No longer will you have to customize your characters every time you log in! It also uses the same profile as PTD so you can just log in with that. It's more like a S&D Games profile at this point and any other games will most likely use it as well.

    Currently it saves everything except your party set up which eventually will be saved as well. As the game develops it will of course save everything else as well, such as your inventory, character progression, story progression, etc.

    So that's it for this update. If you've been watching the progress list you'll notice there's a bunch of stuff done that didn't make it into this release because the user profiles take awhile to set up. That's ok though because originally we were just going to have temporary local profiles which are more limiting but faster to implement. Sam decided to go above and beyond and made them hook right up with the PTD profiles, so cheers to Sam!

    For the next release you guys can look forward to seeing the first of Bill's work, new graphics, additional sounds, and more! Thanks again guys!

    I'd also just like to mention again that there is a HTD wiki page that has been created by our fans! It can be found here: http://herotowerdefense.wikia.com/wiki/Hero_tower_defense_Wiki

    Big thanks to everyone who has been contributing! We've also added the wiki to the Fan Links/FAQ tab.


    What's New:

    -Added User Profiles


    In the Works:




  • Design

    • Mid-Battle Inventory Screen (100%) - Different from the current pre-battle screen which has already been designed
    • Mid-Battle Skill Screen (20%) - Different from the current pre-battle screen



  • Graphics

    • Water Skill: Soak (Native) (100%)
    • Water Skill: Aqua Strike (T1 Physical) (100%)
    • Water Skill: Water Pistol (T1 Magical) (100%)



  • Programming

    • Water Skills (100%)
    • Bug Fixes (0%)


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

    Let us know what you think in the comments! Any ideas, suggestions or any other feedback is always welcome! Thanks guys!


    -Dan

    Kamis, 23 Februari 2012

    Hero Tower Defense Thursday: Day 27 - HTD Pre-Alpha v0.008 Release! Skill Selection Screen! New Artist, Bill!

    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 26 of Hero Tower Defense Thursday.




    Alright we're back! For this release the main attraction is the Skills Selection Screen. This screen does just what it's name implies, it lets you select skills for each of your heroes. The graphics for the menus and everything are still just placeholders while Kevin works on the actual graphics and some features of this screen are still missing but are in the works.

    The heroes still come with their standard skills but you can customize them however you like. All you have to do is drag and drop skills from the skills menu into the active skill slots at the bottom middle. You can swap active skills by dragging them onto each other and remove them by dragging them out of their active skill slots.

    The skills still follow the same rules as before where they will do their skills in order of priority based on the skill slot position they are in, start with the Native skill which you can't move or change yet. So right now your character will always set the highest priority on the Native Skill first (up to 3 stacks on the enemy) and then skill slot 1, then 2, etc. If a higher priority skill is on cooldown they will automatically skip it and check for the next highest priority skill, and so on till there is an available skill to use. In other words, your heroes will keep busy with the skills you've given them.

    There have also been some graphic bugs that were fixed along with giving the male some hair and a cloak to wear. You may also notice that each of screens basically look completely different from each other. Don't worry, it will all become more unified as Kevin finishes the graphics for them which he is currently working on.

    On that note, we have brought on another artist to help with HTD. So let's welcome Bill to the team! He will be helping us push graphics along a bit faster and is looking forward to designing some creatures and effects especially along with doing animation in general. Kevin will be helping him out so the graphical style stays consistent and everything moves along smoothly.

    I'd also just like to mention again that there is a HTD wiki page that has been created by our fans! It can be found here: http://herotowerdefense.wikia.com/wiki/Hero_tower_defense_Wiki

    Big thanks to everyone who has been contributing! We've also added the wiki to the Fan Links/FAQ tab.


    What's New:

    -Added Skill Selection Screen

    -Added Human Male Hair: Swagger Shag

    -Added Human Male Cloak

    -Fixed various graphical bugs


    In the Works:

    • Design
      • Skill Behavior Screen (100%)
      • Profiles Screen (100%)
      • Inventory Screen (50%)
    • Graphics
      • Party Selection Screen Graphics (100%)
      • Water Skill: Soak (Native) (75%)
      • Water Skill: Aqua Strike (T1 Physical) (75%)
      • Water Skill: Water Pistol (T1 Magical) (75%)
    • Audio
      • Sound Effects: Water Spell (100%)
      • Sound Effects: Male Hit (100%)
      • Sound Effects: Female Hit (100%)
      • Sound Effects: Male Death (100%)
      • Sound Effects: Female Death (100%)
    • Programming
      • User Profile (100%) - Being able to save your settings, you can use your same PTD log in

    Also check out Kevin's blog, KXN @ HTD for HTD concept art, art related works in progress, and more!

    Leave any questions, ideas, suggestions, bugs, and any other feedback in the comments! Thanks!


    -Dan