Hi, I'm Blake. My first game was '89 Doors', a rage game where you escape mazes whilst being pursued by an insatiable creature of hunger, and now I'm working on a tower defence game called 'Forgive Me My Henchman', where you play as a typical head 'bad guy', deploying henchman and sabotaging a building in an effort to stop a one man army action hero.
In this blog entry, I want to write about some of the changes I will be making to my upcoming game. *my upcoming game is called FMMH – it will be a tower defence game that satirizes common action movie tropes.
First major change: getting rid of the ‘dominant strategy’ - If you read last week’s blog entry, you'll know that one of the things I noticed about my game was that the dominant strategy was always to make as many income producing units as possible in order to create as many units as possible. If there is one strategy that always works, a game becomes both easy and boring.
Instead, what I am going to do now is give each unit particular strengths/vulnerabilities, meaning that each unit will have a particular scenario/situation that it works best in. I am also going to limit the number of units that can be on the map. This will mean that the player will also have to really consider what units are best to build - in what place and in what quantity - at a particular point in time, given monetary constraints. Having to consider all these factors will make the game a lot more challenging, engaging, and interesting - boom!
Second major change: how you choose units – I was previously going to have a system like ‘Plants Vs Zombies 2’ in which you have a character selection screen.
I may have not explained that well…the point is that I am going to try creating and implementing a system that I haven’t seen used in tower defence before. I think if this system works, it could really revolutionise the strategic elements of my game, and indeed, introduce a new way of thinking about character/tower selection in tower defence – Go big or go home right? Wish me luck.
Third major change: give my game more ‘juice’ - I recently watched this video created by Game Maker’s Toolkit:
It made me realize that there were many ways that I could add more ‘oomph’ to my game.
I am trying to parody the idea of the invincible, cold hearted, hypermasculine action hero who solves all problems through violence, killing hundreds of faceless, worthless ‘bad guys’ in the process. I think making this game over the top (like Broforce did) will be help to stress this core message.
K, those are some of the major changes. It will take a lot of time/effort to implement them all, so I better get back to work
Have a great week guys
What a week! There was some good, some bad, and some ugly, so I wanted to write about all three.
I hit a major milestone this week – I finished a rough draft version of all the levels that are going to be in my upcoming game called FMMH – a tower defence game that satirises typical action movie tropes.
Because I hit this milestone, I decided to dedicate my entire yesterday to leisure. I went for the brunchiest of brunches in the morning, I had my first ever massage in the afternoon, and then I watched Deadpool in the evening.
Ahhhh :) I need more days like that in my life
After finishing all the levels and playing through some of them, I realized that when it comes to my game: something is missing. Even though some aspects of the game are fantastic, it is not currently delivering the experience that I want it to.
So what’s missing?
I didn’t know, so what I decided to do was to play Kingdom Rush (KR) this week (which is supposed to be one of the best tower defence games of all time) and tried to break down ‘what makes it good’. I also decided to do the same with another great tower defence game: Plants vs Zombies 2 (PVZ2).
Here are some of the fundamental differences between those games and mine at this point in time.
Currently, my game has controls over unit production, but not STRICT controls on unit production. That means most effective strategy is always make as much money as possible, and therefore create as many units as possible. This works for a standard tower defence game, but I want to make a LEGENDARY tower defence game, so I must start to rethink this element.
My game currently does not currently capitalise on unique troop strengths/weaknesses to the extent that it should. This is also something I will have to look into.
There are more things I have noticed, but I will write about them another time.
K, so that's it for the week!
I must now go back to the drawing board, and start to rethink some of the fundamental aspects of my game. Even though the process is hard, my goal is to make the greatest game I possibly can, so this process will always be necessary.
Wish me luck!
I have been having a tough week development-wise. This has nothing to do with progress – I am still making progress quite quickly. This also has nothing to do with technical difficulty – I think I have solved all the major technical issues.
It becomes difficult to keep perspective.
Thankfully, Queen and David Bowie are here to help me through this:
I know nothing worthwhile ever comes easy, so I will keep on moving forward like I always do. Hopefully, this will all make a great story some day.
This week I thought I would blog about my progress this week on my upcoming game – a tower defence game that satirises typical action movie tropes.
First of all, I made some major changes to certain mechanics. One of those mechanics is the fighting mechanic. The fight animations that the NPCs engage in are random, which make for some very entertaining fight sequences. However, because of the random nature, it sometimes randomly occurred that the same fight animation repeated itself.
As a result, sometime you saw, for example, an NPC being punched in the face in the exact same way twice, which ended up looking a bit like this:
So I corrected it, and now there is a system that is still random, on condition that it never repeats itself. What that means is that the fight sequences now look more like this:
Boomshakalaka! This is going to be sweeeeeet!
I have also started recording glitches, for no other reason that I can watch them to make me laugh. Some of them are so ridiculous. For example, just three days ago, I had the issue that instead of an NPC running down the tower levels to do his job, he would instead jump off the top of the tower and start plummeting to his death.
A few weeks ago, I had the issue that instead of falling to their deaths, gravity would stop working and NPCs would swim through mid air until they went off the side of the screen. Ridiculous, haha
I think eventually, I will make a glitch compilation and upload it :)
Anyway, I wanted to keep this blog entry short because I still have a lot I need to accomplish (game-wise) today so I better get back to it.
Wish me luck!