Devlog-01
Since this is my first attempt to develop a game that big scale, I think it's a good start to write my
first ever devlog. (I hope not last)
inspiration
The idea of this defender game came to me from a flash game on armor games that basically an idle game but it has sort of defense elements too. It's fun to play though but after 20 min, it's getting in a big repetition and feels a bit short after it ends. And since like other idle titled genres, the idea is to get enough money to upgrade more and more. Don't get me wrong, I'm a fan of defenders and I do enjoy idle but even if you play couple of hours or days with any idle mechanic implemented game, it's stuck in a big endless loop in the end of the day. I believe there is plenty of things to learn from this type games with the rising of mobile game era, it deserves to curious about how and why idle mechanics get gamers attention, I found that on youtube and it's an essential step to understand idle games, I guess.
inspiration game
my prototype :')
So I said, let's give it a try and I developed this(link) prototype of my very first game here. It took me to finish in 3-4 days(thanks to kenney's assets!). I wanted to copy the game but ended up with more like it's core basic medieval version and not so fun to play with. So I thought, it would be fun if you could have skills and upgradable tower that can summon its own troops to defend itself and more upgrades!
My list goes like:
- idle attacking tower with upgradable attributes
- idle troops that attacks and patrol
- skill system
- upgradable town
- different maps and level based gameplay
- different enemies and bosses
I accepted the challenge and started in June to develop but I underestimated the game design work.
Why?
First let's take a look at the systems I've made and what changes have done.
Main menu
I've thought separated menus for each system would be look good but as feedbacks suggested, I've placed on main menus itself. Especially, the tower now displays attributes and its upgrades are easy to understand at first look.
old main menu
new looking
Skill system
Skills are take important place in the game. But easy purchasable skills were not fun or challenging. So skill tree was inevitable(or classic) and unlocking skills depends on town level and its predecessor.
old skill menu
new skill menu
Troops
Troops needed to improve as well, now they has ability to stick with tower and patrol.
Enemy variety
Since visual assets are premade, I don't have so many range of enemy types. I tried an orc but that's all for now. I'm truly open for the illustrators or sound makers who wants to participate for this project. I don't have budget for any sort of asset, but I'll gladly give the front seats in the credits. Contact me if you're interested!
Ranged enemy
Long distance entity type was in my scope. I've achieved with the stop distance on the agent property. I'm gonna make healer and necromancer class type too. But for sake of v1 I have to done with the current state before I loose my sanity and willpower :)
Map system
Things are getting complicated here. Main core is managing skills and upgrading your resources in my game. Map system is getting involved at the when players needed more gold or challenging levels. As you know, usually idle games have endless gameplay. But the way that I wanted to make this map system was pre-made scenarios. And this is exactly where I have the problem with the designing issues. I cannot sure that this map system design decision will work but if you have ideas or any impressions to feels good, please make a comment Every critics very important for me and I'm trying to fix or change it in process.
So for the version 1.0 I planned to make 3 map: forest, desert and farm and they will have levels.
Tower upgrade
Like skill system, I've changed tower upgrades completely. You have to buy new mages to upgrade your attributes. Upgrading tower itself result with new version of tower(different view and new abilities) and higher mage capacity.
old tower system
new unlockable tower system
Releasing V1
This concept considered as a mobile game. In that regard I have to implement little monetizing mechanics. But the overall looking and content will close to the this version.
I've really wanted to add these features below but more feature will consume more time and since this is my first game, I think it's seems decent for the v1.
here is the list:
-passive skills(like auras)
-aoe skills
-different tower attack styles(frost, fire, lighting)
-like skills, tower attack items
-consumable items(potions, scrolls, skills)
-armor types(physical, magical)
-mission or quest system.
-collectable items in gameplay(like enemy drops)
-critical hit
-background story
Now I'll make new map levels as much as possible and finish mobile version. But I will appreciate for every opinion and comment. Please, help me to make this game enjoyable and fun to play for defender and idle game fans. I'll do my best follow up suggestions throughout the development.
Files
Village Defence
defend your village
Status | Released |
Author | cemuka |
Genre | Strategy, Action |
Tags | 2D, Idle, Short, Singleplayer, Strategy RPG, Tower Defense, Unity, upgrades |
Languages | English |
Accessibility | Textless |
More posts
- Big Update v1.2May 11, 2021
- Devlog-02Sep 27, 2019
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