Showing posts with label Adobe. Show all posts
Showing posts with label Adobe. Show all posts

Tuesday, September 18, 2012

Weekly Progress, New 1v1 and Story Level! Types for Creature Universe!

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!

Hi everyone! Last week we had the second level of the story mode released. We got to walk around and talk to the citizens of New Bark Town and go on a little quest to save our starter. This is but the tip of the ice berg for story mode and hopefully you got a taste of what is to come. Did you like it better than the PTD1 style of just watching an intro playing the level and watching an ending? Let me know! Your feedback here in the comments, twitter, emails, facebook and on the forums help shape this game. Like I've said before I spend a good amount of time reading everything you guys write. I might not have enough time to answer them all like I used to but I do the best that I can to answer ones that are crucial or easy enough for a quick answer.

Okay so moving on to this week we will have both a new 1v1 level and a new story level! Lots of new content coming your way.

For both the Story and 1v1 level I will be adding some new technology to the game engine. I've been meaning to add this for a while but haven't had a lot of time. The new technology will be for the trainer you are battling against. Usually they will bring out a pokemon and you defeat that pokemon then they bring out their next one. It's very similar to how the waves work in PTD1 because I'm using the same engine for the trainers that I use in the waves. The new tech will be to allow for the trainers to have a team like you do and to be able to switch out pokemon in battle just like you can. Which will make the fights more interesting and dynamic.

Other than the new tech, 1v1 will now be headed to Route 3, we got some trainers to fight there and also a new pokemon to unlock. Can you guess who it is? All I can say is that it likes to sing a lot.

Speaking of sing, I will be making some changes to how the sleep mechanic works. Previously it would just put you to sleep for a certain amount of time regardless of how much damage you took. Now it will put you to sleep for a longer amount of time but taking damage will most likely cause you to wake up. Making it better for use against somebody that is attack you.

For the Story mode you will be challenged to your first fight. Speaking of this fight I've had reports of people finding an interesting way of leveling up your starter past level 7. This is pretty much my mistake so don't worry if you did it, I will be fixing it in the next version so it should no longer be possible.

Speaking of leveling, I also want to announce a new feature (inspired by my playing of Guild Wars 2)! In PTD1 you could very easily just level up enough so that a level was incredibly easy. In PTD2 there will be a limit as to how high you can be for each level to preserve that level's difficulty (to a point). So for example, lets say your starter is level 12 and you go into Route 29 (The first route in Johto). That means you would massively out level this stage. Most pokemon on this level will be level 2-4. What the game will do is temporarily turn your level 12 pokemon into a level 6 pokemon. Your pokemon will keeps its attacks, evolution, and abilities but it will have stats like it was level 6. Notice that the cap is higher than the highest level in the area but it is still within a certain range. Also since you get to keep your attacks and evolution you will still have an advantage. It just makes it so you can't simply steam roll everything once you get level 100 pokemon. What do you think?

I also plan to bring out the first Mystery Gift! We had a poll a while back and the first Mystery Gift for PTD 2 will be Zorua! Mystery Gift codes will be done a tiny bit different, you will still go to PlayTowerDefenseGames.com and try to figure out the code and you will also enter the code on that site's version of PTD2. Before you could go to any site and enter it but now it is exclusive to their site. Since most people would just find the code on a different site and just use it straight off without visiting our great sponsor.

Lastly I'll also be working on the PTD2 Pokemon Center. It will be very similar to the PTD1 but I still have to do a lot infrastructure changes. I don't think it will be out this week since I have so much to do but I hope to get a good amount done and who knows maybe it will be out too.

Alright so that was quite a bit of info. Let's look at the Weekly Progress list next. Also remember I update this while I'm working so make sure to come back every once in a while to see how I'm doing :)

Weekly Progress:

Alpha v1.18 New Story Mode Battle: Released now!
  • Fixed a bug with the Ability Intimidate that was preventing it from being applied to enemies that swapped into the battle
  • Fixed a bug that is preventing the Arena Trap Ability and other attacks that trap you from working on Enemie
  • Made it so Arena Trap will not work on pokemon that are immune to ground attacks
  • New Level Modifier Feature - This only applies for Story mode and not 1v1 mode.
  • New Story Level
    • New Character
    • Quest Intro
    • Properly load your pokemon to the profile
    • Properly saving Pokemon Information like leveling up, learning new moves and gaining experience
      • Get Pokemon Unique ID after saving
      • Get and Give Pokemon Position 
      • Sending Info
      • Receiving Info
    • NPC AI for battle
    • Battle Layout
    • Battle Waves
    • Quest Ending
  • Implementing a level cap at 10 for Story Mode
    • Lowering any pokemon that went over 10 back to 10
    • Implementing in the server
    • Implementing in the client
Alpha v1.17.1 Critical Bug Fix: Released now! 
  •  Fixed a bug that was preventing players from completing the second quest on Story mode 
Alpha v1.17 New 1v1 Level: Released now!  
  • Added Sponsor Intro
  • Made starters have a chance to be both female and male instead of just male
  • Fixed a bug that allowed you to keep leveling up your starter
  • Moved the Back button in the story level to a different spot
  • Made it so if you aren't facing an NPC then you won't talk to it
  • Made it so bumping into an NPC will now make it stop and face you
  • Changed the Police officers text for when you are a female character
  • Limited the amount of potions you can have on you in 1v1 mode to 15 - This won't be like the rare candy where you can only buy 2. This means that you can only have a max of 15 on you at a time but if you use any of them you can go back to the max for the next level.  
  • Made the Sleep status effect last 12 second but any damage taken has a 50% chance to awake up the target
  • Increased the cost of Kakuna, Metapod, Beedrill, and Butterfree in 1v1 mode  to 25, 25, 45, and 45 respectively
  • Added New Pokemon to the game (3)
    • Graphics (100%)
    • Shiny Graphics (100%)
    • Shadow Graphics (100%)
    • Stats (100%)
    • Attack list (100%)
    • Evolution Information (100%)
  • Added New Attacks to the game
    • Sing
    • Pound
    • Disable
    • Wrap
    • Glare
    • Fake Tears
    • Fury Swipes
  • Added New Abilities to the game
    • Cute Charm
    • Friend Guard
    • Intimidate
    • Unnerve
    • Illusion
  • Added Gym Leader Checkpoints to 1v1 - Once you reach a gym leader you will be able to start playing at that gym leader battle.
  • Added New Trainer AI Feature - Very basic trainer AI, when his/her pokemon faints he will take out the next one. Implementing feature into the game engine.
  • Increased Coin rewards for any level that gave less than 20 coins to 20 coins - This is help reduce the feeling that you need to grind a lot for coins. This also helps balance the fact that you can only hold a certain number of potions on you in this update. I'll be keeping an eye on the numbers and will tweak as necessary.
  • Added New 1v1 Level
    • Intro
    • Level Layout
    • Level Waves
    • Previous Level Ending Text
  • Added New 1v1 Trainer AI - This is the AI for the trainer in the new level.
  • Changed PTD 1 link on the main screen to point to the sponsor's website.
Alright now let's talk a bit about Creature Universe TD. Many of you might not know but Dan and I hold team meetings every week. We chat with our artist about Creature Universe, we see what everybody is working on and talk about the design of the game. So for the last few weeks we have been talking about the types that we were going to use for Creature Universe. This hasn't been an easy task. We all had different opinions. Some of us wanted to remove some types. Others wanted to add even more types. In the end we started from the beginning and asked ourselves which types MUST be around. After we figured that out we went ahead and added some new ones, combined some other ones and even removed some. Here is the list of the types that will be in Creature Universe! Granted this list could still be tweaked in the future. But for now this is what we have decided.

Normal/Neutral - Unlike Pokemon this type will actually be Neutral to all other types. It has no weaknesses but also no advantages. This type will also be more limited than I pokemon where a bunch of creatures had this type along with another one.
Fire/Flame - Pretty self explanatory.
Water/Aquatic - See Fire.
Grass/Plant - See Water.
Electric/Lightning - See Grass.
Air - This type is pretty much what flying is in pokemon.
Ice - See Electric.
Ground/Earth - This type combines what pokemon would have as Ground and Rock into one type.
Metal - This is kinda like Steel, but it can be different metals. Basically very strong and sharp.
Toxic - Like Poison type in pokemon but a lot better.
Dark - Like Dark in Pokemon but this is the type you would see ghost show up in.
Light - This type is something completely new. It's the counterpart of Dark. You would see more magical creatures like psychic show up with this type.
Mythical - This is the type for legendary creatures. The plan we have for it is that it is very defensive against all types except for Neutral, Light and Dark. It also has no offensive advantages.

So these are out types! Something old, something new, something combined. It's got a little bit of everything. The only types advantage we have figured out are Mythical and Neutral since those are really different from the rest. We are still working on specific type charts for the rest so stay tuned for that later on. Or what kind of type charts can you guys come up with? I would love to see them with explanations as to why you did what you did.

Also creatures will have almost like secondary "types" we are calling it species. For example your creature can be a type Fire but it can also be a bug species. Being a bug will carry certain advantages or disadvantages. Other species might be like "reptile", "mammal". We are still working on this part but I just wanted to mention it so you guys knew about it.

Well that was a lot of info! I hope you guys have a good week this week and as always, let me know what you think!

Monday, March 26, 2012

Weekly Progress, Pokemon Tower Defense 2 Talents, Creature Universe (ANPO) Battle 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!


Hey! Nice to see you again! Like all Mondays it's time for the weekly progress blog here at Sam and Dan Games. If you haven't read last week's blog I suggest you read it. I talked about the ending of PTD 1 and the last update to come to the game among other things.

So keep track of my progress as I finish the game I will be posting updates here on this blog post.
  • Viridian Ending (Movie Scene only level, sets up the last chapter of the game, Lickitung NPC trade will happen on this level) (0%)
    • Intro (0%)
    • Adding the crucial Lickitung NPC trade to the new level (0%) 
    • Add Hyper Potion (0%)
    • Ending (0%)
  •  Power Plant (Zapdos, Electabuzz (Red Only), Magnemite) (0%)
    • Intro (0%)
    • Layout (0%)
    • Waves (0%)
    • Ending (0%)
  • Seafoam Island (Articuno, Seel) (0%)
    • Intro (0%)
    • Layout (0%)
    • Waves (0%)
    • Ending (0%)
  • Victory Road (Moltres) (0%)
    • Intro (0%)
    • Layout (0%)
    • Waves (0%)
    • Ending (0%)
  • Elite 4 (Fight the elite 4 using the same team but team is completely healed between fights)
    • Intro (0%)
    • Layout (0%)
    • Waves (0%)
    • Ending (0%)
  • Champion Fight (Champion and Mewthree)
    • Intro (0%)
    • Layout (0%)
    • Waves (0%)
    • Ending (0%) 
  • Unknown Dungeon (Mewtwo) (0%)
    • Intro (0%)
    • Layout (0%)
    • Waves (0%)
    • Ending (0%)
  • Add new moves to Pokemon Center's Move List (100%)
  • Add Missing HMs (40%) 
    • Fly (40%)
    • Strength (40%)
    • Surf (90%) 
      • Graphics/Programming (100%)
      • Adding to Pokemon's HM list (0%)
  • Add Level Select Graphics (100%)
  • New Moves (100%)
    • Psystrike (100%) - Mewtwo 
  • Adding new pokemon (87.5%) - Mewtwo, Articuno, Zapdos, Moltres, Electabuzz
    • Graphics (100%)
    • Shiny Graphics (100%)
    • Shadow Graphics (100%)
    • Add Stats to game (100%)
    • Relearn Moves (100%)
    • TM/HM List (100%)
    • Add to Save Code (0%)
    • Add to Pokemon Center (100%)
As you can see there is a lot to be done! Keep cheering me on as we reach the final miles of this race!

Just like Hero Tower Defense every week I will talk about PTD 2 and Creature Universe (ANPO) leading up to the eventual pre-pre-pre alphas. Then just like PTD 1 and  HTD we will keep updating the games until they are finished. This is just our way of keeping you, the player, involved in the process of game creation as much as possible. So instead of waiting a year and a half to see PTD 2 and longer for ANPO we will talk about them and show you our progress along the way. PTD 1 took a year and a half to make, imagine if PTD 1 just released today?! The game would be totally different I would think, a lot of your feedback was incorporated. Also without you guys I wouldn't have pushed myself so far to get it done as fast. So I really think this method will work for us here, what do you think?

Pokemon Tower Defense 2

So last week I talked about a few new mechanics that I thought would help add some new freshness to the game. Most of you really liked the ideas so I'm very happy with that and will make plans on how to add those in. This week I want to talk about something that some of my favorite Tower Defense games have that PTD 1 didn't have. This "thing" that I'm talking about is Talents!

Introduction "Trainer Specializations"!

 I also love talents systems in games, and I think it will make a great addition to PTD 2. So let me talk a little bit (for those who care lol) about how this idea came to be and my different thoughts on getting to where I am with the talents now. So while looking at some other games and their talent trees I thought it would be amazing to have some sort of talent tree in the game. My first thought was "okay every pokemon will have a talent tree!" Then I was like.... "NO WAY!" having a talent tree on every pokemon, while interesting, would take forever and could prove to have many issues attached to it, including: overwhelming players, making the database even bigger and take longer to save and load! So then I thought how about if the trainer can specialize in a certain type of pokemon, almost like a gym leader! That sounded really cool to me.

So the way it works is that you will have a trainer level. You level it up by playing levels in the game. At the end of each level you will get experience points for your trainer. The higher and more difficult the level the more experience points you get. When you level up you will get talent points that you can assign on any of the specialization trees available. There will be a tree for each type of pokemon in the game. Each tree will give you bonuses not only for a particular type of pokemon but for all your pokemon. For example a fire talent might be like "Increase all your towers' damage by 5% if you have a fire pokemon in your party.". Talents will also unlock Special Abilities (I talked about these on the last blog) only accessible from talents.

So now that you read about Trainer Specializations, tell me what you think! Now onto Creature Universe!

Creature Universe (Project ANPO)

Last week I talked about the creatures feeling alive and dynamic. This is something that I want to show up in every facet of the game. This week I will start introducing the battle system. Note that this game is in a very early stage. You are pretty much getting the notes that I'm writing down as I come up with them. Something like a battle system is really hard to explain but I will try my best here to paint the picture in your head. Okay so for a long time I thought it would be very interested to make a game that when you told your "avatar" to do something he wouldn't do it automatically. Essentially your "avatar" would think about it first before doing it. Imagine you have a warrior character but his "courage" stat is low. So if you tell him to attack a dragon, he isn't going to run in there! While this is a good idea in theory... it probably isn't that much fun. Once you character has enough "courage" he might just do everything you tell him to. So what's the point?! It wasn't until I started thinking more about ANPO that I realized "Hey! I might bring this idea back!" but while I can bring part of it back, it needed some heavy tweaking.

Essentially you will control your avatar (your human trainer) and he will issue commands to your creature. Then your creature will try its best to perform your command. So what does it mean to "try its best to perform"? To me this means that creatures have limits! In pokemon a creature has some limits in the form of Attack, Defense, Speed, and PP. These are fairly straight forward, but I want to add some new stats into this game. What if your creature had a "Reaction Time" stat? I want the battles in this game to be in real-time instead of turn-based. So reaction time would be how long it takes from your command going out to the creature performing it. So lets say your creature is going to tackle the enemy but the enemy is about to throw a hyper beam kind of attack straight at you, and you the trainer select the dodge + left command! Depending on your creature and the timing of your command your creature will dodge or get hit by the enemy's attack.

Also a big change from pokemon would be the attacks! The moves in ANPO will be done by chaining a series of commands. The example I used above "dodge + left" is an example of this chaining. While just saying dodge (maybe to save time) will make a creature dodge in a direction that the creature chooses (probably random or based on something else) you can be specific and say "doge+left" or "dodge+front" etc. Each creature will have a set of commands that are standard for all creatures. Things like "dodge", "run", "attack", "jump" are examples of a few of the standard commands. But then bird like creatures will have "fly", "flap wings", "peck". Using a combination of these will result in different attacks! You will also be able to save custom combinations so you don't have to keep selecting them over and over.

So I hope this gives you a small view into what I'm aiming for. You don't have direct control over your creatures but you will be issuing them commands. As you get to know your creature more and more you will learn the timing for when to issue commands to be able to battle effectively. You will also be able to train your creature to increase its speed and reaction time.

I hope you guys have a good week, and as always let me know what you think on the comments below!

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Monday, March 19, 2012

Finished Moving, Pokemon Tower Defense One Year Anniversary, the last update, random game sequels, PTD 2 news, ANPO news, 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!

Hello everybody! I'm backkkkkkk!! So as many of you know I recently moved and getting internet has taken way longer than I expected so we had two weeks of PTD silence besides the update (which I hope you guys enjoyed (: ) I'm using slow public internet right now but on Tuesday (3/20) the cable company is coming to install internet (hopefully...) Update- Got internet! Woo! The move went well, I'm still adjusting to the new location, learning where the grocery stores are at and finding the best routes to use etc Thank to everybody who was concerned with how everything went, I really appreciate it :)

Happy Anniversary Pokemon Tower Defense!

Pokemon Tower Defense was first released to the Android Marketplace on March 10, 2011!  I remember releasing it and never expecting it to grow as big as it did, and I'm always very grateful to all of you guys and gals for making this happen! My goal for the game was to finish the story mode in a year or less and while I didn't complete my goal I think we got pretty close!  

As a special gift the next Mystery Gift will be...... Regular Mew! This will be your first chance to get Regular Mew, after a week the gift will change and Mew will be added in the game with a secret way of finding it.

The Last Update! (To rule them all?)

So going back to completing the game... the next update will complete the game! Yes, you heard (read) right! The next update will contain all the remaining levels:
  • Power Plant (Zapdos, Electabuzz (Red Only), Magnemite) (0%)
  • Seafoam Island (Articuno, Seel) (0%)
  • Victory Road (Moltres) (0%)
  • Indigo Plateau (Fight the elite 4 and Mewthree), Unknown Dungeon (Mewtwo) (0%)
PTD v6.4.1 is now out on the blog, it has a new level cap up to 100! New Mystery Gift - Regular Mew! Enjoy!

Level cap to 100 and all the moves that are left (100%)
  • Implement in Game (100%)
  • Implement in Saving Code (100%)
  • Implement in Trading Center (100%)
  • Add new Moves (100%)
    • Aura Sphere (100%) - Mew (level 100)
    • Overheat (100%) - Victini (level 97)
    • V-Create (100%) - Victini (level 98)
    • Fusion Bolt (100%) - Victini (level 99)
    • Fusion Flare (100%) - Victini (level 100)
    • Sky Attack (100%) - MissingNo (Relearn Move)
    • Sharpen (100%) - Porygon (Missing Attack)
  • Add move names to Pokemon Center's Move List (100%)
Mystery Gift Pokemon - Regular Mew (100%) - Out now on v6.4.1!
Adding the crucial Lickitung NPC trade to the new level (0%)

But as you might have guessed this update will take longer than a week. How long will it take? I don't even know myself which is why I will keep updating the blog with my progress towards finishing it. I really don't want to try to rush the ending since I want it to be very special. The reason I'm not releasing it little by little is that I really want you guys to experience it all at once.

Random Game Sequels

When I got my internet back and saw the huge pile of emails that I have there I saw a couple that were really interesting. Mostly regarding a game that I didn't make but it's called Pokemon TD 2: Kanto. If any of you were wondering I had nothing to do with this game at all. If you want to know what I think about it, then my response is... neat. I don't own Pokemon so the fact that somebody made this game doesn't bother me and I think that it is pretty flattering that somebody decided to make it, it's interesting to me to see the changes that he made to the game and friendly competition is always welcomed :) On a side note, my sequel will be about a million times better ;p

Pokemon Tower Defense 2

Speaking of sequels! You guys made it loud and clear in the last poll! 56% of you want instant capture with the pokeballs. Looking at all the comments and arguments made, I totally agree with you! What I will do is keep the 100% catch rate when weakened but still have multiple pokeballs, I'll think of ways to implement them without letting you capture the pokemon when they have really high health and then I will present the idea to you again.

For PTD 2 I really want to introduce some elements to the game that will make the game fell fresh while still retaining what made PTD well PTD. Here are 3 new elements that I want you to look at and tell me what you think.

  1. The "candy" can move - When I say the "candy" I mean the thing that the attacking units will be after, so it can be candy, a pokemon, an egg, etc. In PTD 1 the candy was always stationary. Only the enemy could move it and then you could manipulate the enemy (using moves like whirlwind) and then defeat them to change its location. In PTD 2 sometimes the "candy" will try to return to it's original spot once dropped. Sometimes it might be trying to leave the level by itself. Adding this new functionality will enable all kinds of new levels.
  2. Blocking or Unblocking paths - A new mechanic that I want to add for PTD 2 is being able to block or unblock a path that your enemies or allies can go in. An example is the enemy has direct access to the "candy" you can block their path but putting an obstacle in their way (How exactly you would do this is still up in the air) and now they have to down a long way to reach the "candy" giving you more of a chance to defeat them. In the same way you might want to unblock a path, you might have to use attacks to destroy the the obstacle or have your pokemon carry the obstacle away.
  3. Special Abilities - Another feature that many modern Tower Defense games have is some sort of special ability that you can use to help you defeat the enemies. In a lot of game this will be a Meteor attack. Something that you can click and drag to the enemies to unleash upon them. Normally you will have to wait for this move to recharge, charging it might be done by your towers attacking or just naturally over time. The special abilities will vary based on what your current team is.
So that is what I have in mind, some new mechanics that will enable all kinds of different new levels. Tell me what you think on the comments below.

Creature Universe Game (ANPO)

This game is always shifting, changing, evolving in my head. Recently I decided it was time to start putting down some notes on paper to really start to brainstorm what this game will be about and what ideas I want to explore in it. Today I bring you some of my notes plus I open it up to you guys to tell me what you think this game could be about. Note that while I read every single comment I can't comment or agree with all of them but I do read them and they do affect my decisions and way of thinking. So they are more than welcome.  While in the bathroom (a lot of interesting ideas usually come up in the bathroom) I started to write down my thoughts.
  • First I want the emphasis of the game to be the world and creature simulation.
  • The world is vast and has many secrets scattered all around for players to find (Think Zelda, Mario Bros)
  • Creatures are dynamic and feel alive
When I reached that note I stopped and I said what does that mean? How do you make something feel alive? After some thought I came up with an answer. (There are many answers to this question, which I want you guys to tell me what you think it can be.) My answer isn't some sort of ultimate answer but just what I came up with. I thought that for a creature to feel alive when you see it out in some area would be that the creature must:
  • React how you would expect it to - This is a very important idea. One of the top reason I play videogames is to see how the game reacts to my actions. Imagine punching somebody in a game and having them gain health instead of losing it. That reaction would be totally unexpected but weird and bad in my opinion. Cause and effect must make sense for a player. So to make the creatures feel alive they have to react to you in ways that you would expect them to. If you run at a bird in real life, that bird would most likely fly away. If it doesn't I usually freak out, is the bird used to humans/ isn't afraid of them? How the creatures react to your character, surrounding and your actions is a big part of making the world and creatures feel alive, in my opinion.
  • Their actions must vary - Nothing ruins the illusion of something feeling alive more than seeing a pattern. If the creatures keeps repeating the same pattern over and over you just see it as a system but if the creature does something that makes sense but isn't following some sort of pattern then you really start believe it is thinking about what to do rather than following a set of rules. A certain amount of randomness must be introduced into the creatures but also some rules since animals aren't random but they follow their instincts. (Just to be clear the randomness plays out when they are in the wild and not once you "captured" one. Once you capture a creature they won't randomly run away or anything and they will obey your commands.)
  • They have objectives - The last thing is that these creatures are a step above animals, they are a little bit smarter and have a wide range of emotions that they will express. Because of this creatures must always have an objective that they are trying to follow. I have a long list of over 20 objectives that creatures would have at any given time. Some examples are:
    • Locating Food
    • Having fun
    • Running away from something
    • Protecting something
    • Gathering with others
    • Looking for a fight
So to me these are some of the things that the creatures in this game must have to make them feel alive in the way that I want them to feel. What do you think would make the creatures feel alive in this game? Let me know in the comments below!

And More!

The goal from the very beginning for Dan and I was to make fun games that we liked and we thought it we liked the games there must be people out there that will like them to. That is still our goal. We also wanted to be very open with our fans and let them in on the process of developing games. We really strive to be very open with talking and listening with you guys because in the end if you guys don't enjoy our game then we failed. I want to thank you guys for the continued support, this first year has been a roller coaster ride with mostly ups than downs and we wouldn't be here with you. I would still be working a desk job wondering if my games would ever take off. I'm really looking forward to the ending of PTD, I'm extremely impressed and excited for anything HTD, and also excited for PTD 2 and Project ANPO. Let's make this next year even better than the last!

Sincerely,
Samuel Otero

Monday, February 20, 2012

Weekly progress, let's talk PTD 2 and ANPO!

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! 


v6.0.1 is out! We are getting close to the end of PTD 1 Story Mode! To put things into perspective here is what is left to do:
  • Two more gym then we head to the elite 4 and face off with Mewthree and his mind slaves.
  • 8 New moves need to be added for all the pokemon to have their level up moves.
  • 6 Pokemon that you can't catch yet in the game: Electabuzz, Articuno, Zapdos, Moltres, Mewtwo and Mew.
In the game right now we have:
  • 32 Story Levels - 6 gym badges
  • 400+ different moves
  • 145 pokemon that you can catch
That is how close we are! Now keep in mind that there are over 600+ moves in all 5 generations combined so there isn't much left to add move wise if I were to make the sequels. Now you might be wondering things like when is the sequel coming out? or is anpo going to be made?, or just what the heck is this anpo thing? Well I've got answers!

To be honest the sequel hasn't been started yet, starting this week I will post some progress for PTD 2 along with discussions about the changes that I want for the game and also adding polls for you guys to decide some things too. But before I get into that let's talk about what is coming this week for PTD 1.

If you have beaten the Cinnabar Island level you will know that the Gym battle against Blaine is next! Just like other Gym battles you can expect a challenge and some unique twist that will hopefully match the theme of the gym and his pokemon. How this gym will play out is something I will figure out during this week and by the weekend we will have a new story level!

Other than the story level, I will include more TMs that are not yet implemented in the game along with any small bug fixes here and there that I can find.

For PTD 2 I will take a lot of the same code from PTD 1 so it won't take 5 months to build like PTD 1 originally did but I will be making a lot of changes. A good number of them come from request that you guys have made! So the first thing to do in PTD 2 is something that many of you have requested or indirectly requested and that is a PRELOADER! Yes! Finally! I know... PTD 2 progress will be slow and steady but I will share a small list of a few changes and ideas I have for PTD 2:
  • Preloader! (No more "all I see is a white square" emails!)
  • Faster logging in - The game will only initially load your current party only to speed up logging in. The rest of your pokemon will now be accessed on a different screen and that will load the rest of your pokemon by boxes.
  • Box system - Similar to how the game is you will store and load pokemon by boxes and you can sort by box rather than having a long list of pokemon to handle.
  • Buff and Debuffs stay on - When you move your pokemon from one spot to another it will no longer lose any of it's buffs or debuffs or statuses.
  • Buffs and Debuffs Stack and stay on forever - Just like the game debuffs and buffs will now stack up to 6 times and they will last until removed or the pokemon faints.
  • Day and Night levels - I'm not sure exactly how I will handle this, there are two options to pull this off.
    • One is having two levels for each area, one during the day and one at night.
    • Two is having a global clock for when you play and the levels adjust to that clock.
      • While you play a level the time would be changing and it would get darker.
      • The time would not be in real time, a whole day might pass in 30 minutes.
      • This is not based on time zones but the time that you spend in the game.
    I put a poll up so I can see what you guys think about it!
  • Genders and Breeding - Pokemon will now have genders and you can breed pokemon using similar rules to the real game. The breeding part will probably be in the pokemon center, but hatching the eggs will most likely be in the game itself. You would put the egg on a spot, some eggs require more time on a spot to hatch than others.
  • The Power of Badges - Something that I missed for PTD 1 which is your pokemon will only obey you if you have the proper badge, otherwise they will fall asleep. (This would only apply to traded pokemon)
  • Transferring your old Pokemon from PTD 1 to PTD 2 - I'm still not 100% sure at what point in the game I will allow for trading your pokemon, but what I'm thinking is that you need to get to a certain point in the game before this is allowed. Also the "power of the badges" point prevents people from just bringing level 100 pokemon and beating the game easily.
  • Holding items - Your pokemon will be able to hold berries and different items that will enable them to use them in levels just like the real game.
  • Improved Trading Center - The trading center works right now but a lot of things are very tedious to do. Especially if you are trading a lot of pokemon. The plan is to continue to update the trading center to make it more user friendly and streamlined.
  • Improved Multiplayer - Multiplayer right now is slacking, this is something that I want to improve drastically in the sequel.
This is but a small preview of the improvements I have in mind for the sequel. Now let's talk about Creatures Online Universe aka Project ANPO.

As many of you might know the reason I started programming to begin with was so I could make an online creature game. The world of pokemon was something that I thought was great and it really inspired me to learn programming and find ways to create games. 10 years later here we are and I'm getting closer and closer to finally being able to make this game. Now pokemon is a fine game as it is now but there are a lot of things that I think could be improved. I think they focused a lot of the battling and balancing out the different pokemon for battle and that's is great but the real reason I like pokemon is for discovering the pokemon and I loved watching the show because I could see almost how these pokemon lived in their habitats and how they interacted with each other (something that the show got away from in the later seasons) So the game I want to make is more about that. About going out and exploring and finding new creatures. Rather than just focusing everything on battling. I like battling but when a diglett can use Aerial Ace then it ruins the illusion for me. I liked it when each creature had it's own unique move or something to make them stand out. Details like these are the kinds of things I'm aiming for this game. Does this sound like something you would want to play?

Now you might be wondering what about Hero Tower Defense!? Well Hero Tower Defense has really great art and really great art requires time and motivation is part of the artist. We recently got another artist for HTD that will be working part time so that will help a bit. Once PTD 1 is finished I will spend more time working on HTD while working on PTD 2 and some ANPO on the side. I think a lot of you will want me to work less on HTD but HTD is something that will help us grow and since it's original we can take it to the mobile devices and not worry about it getting shut down.

PTD First Look by GraphicForce - Check it out now!

Okay so here is the progress list for this week:

PTD 1

Mystery Gift (100%) - Shadow Lickitung
Picking who to trade my pokemon to (0%)
Putting new pokemon up for trade (0%) - My trade account is samO
Story Level (100%)
  • Intro (100%)
  • Layout (100%)
  • Waves (100%)
  • Ending (100%)
New TMs (100%) - Rock Slide, Dragon Pulse, Shadow Ball, Charge Beam and Toxic
Bug Fixes (100%)
  • Final Gambit doesn't faint your pokemon after using it (100%) 
  • Fixed a bug that was making Final Gambit hit the target for twice the user's total damage (100%)

PTD 2

Preloader (100%)
Title Intro (100%) - Thanks Joel for making this for me!
Setting up the graphics for the preloader


HTD

Skill Selection Screen (100%)
Bug Fixes (100%)

As always let me know what you think! Sam out!

Monday, February 6, 2012

Pokemon Tower Defense v5.8.1 release! Story level making process, and Weekly Progress!

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! 


Hey guys! V5.8.1 of Pokemon Tower Defense is officially released! Go get your Ponyta and swf, exe, and apk files! I didn't have enough time for the co-op level last week so this week I will see to it. I hope those of you who are far enough enjoyed the Zapdos fight, you can expect similar type of battles for the other birds when we get to them. This week we will continue the story along with some other things.

So to change it up a bit I wanted to talk about what the thought process was for creating the Zapdos fight, and the general process of coming up with a new level for each week.

Step 1: What's going to happen next? - So I have an idea in my head of what the story is going to end like, almost like some bullet points, but the actual details I come up with each week. In this case the gang had just finished spending some time at the Safari Zone, kinda relaxing and just capturing new pokemon. So I thought it was time to make something exciting happen in the story. Your characters had not been to the cycling road so I thought there needed to be a reason to go there. Originally I thought that Gary would show up and tell you that you needed to go to Professor Oak to learn Surf but I didn't want to go to Viridian City again yet since that will be the last gym. I also thought of the possibility of not meeting Gary but another friend on the Cycling Road but I thought I was running out of time and I needed to deal with Gary and the birds in order to move on. Plus I thought the idea of the next level being Gary and the legendary bird would excite the players (you guys). As far as what happens in the level. I always like to make fun of Joey, and just show that our gang still has fun along the way. Also a good reason to travel to the Cycling Road was that they hadn't gone there yet as Joey mentions. Since Gary was running away from the birds I wanted to see him cornered and you show up to save the day! Also making this level with Gary and Zapdos facing off I thought of something interesting for the story and I left some small hints of it in the scene.

Step 2: Level Design - Usually on Monday I will think of the general theme of the next level. Last week was Gary and Zapdos. I knew I wanted to make the fight with the legendary birds.... errr legendary. So I thought okay I want this fight to just be you and Zapdos but Gary is there so he needs something to do. I put that aside for a moment and thought that Zapdos is electric so I want him to be sending out attacks very often and that they should affect your whole group. So since Zapdos will be doing a lot of damage to your party Gary would be perfect to heal your pokemon, similar to Celebi. But I wanted to add more work to the healing, so unlike Celebi you have to actually take your pokemon away from battle to get healed. A player a long time ago suggested an idea to have nurse joy on the side line and you sent your pokemon there to be healed. This was a variation of that idea. Now back to Zapdos. First I thought okay Ground is immune to electric attacks so I would use Drill peck to counter that, which also brought the idea of he being able to target anybody in the field regardless of their position. But I read that flying doesn't do a lot of damage to ground and I didn't want everybody to have to get ground pokemon to beat the level. So I made all damage be a set amount. Also I thought simply removing your units from the field to prevent damage was overplayed and would remove the need to use Gary so I added way for Zapdos to wait for your units to be ready which introduced some bugs (when your party dies the level doesn't end since Zapdos is waiting for a target).

Step 3: Implementation, Balance and Testing (Making it happen!) - This part is the last part to happen, once I have my ideas I set out to animate the scenes make the new characters and create the new moves for the level. In this case most of the characters were done, I just had to make Gary into a Tower and create the new moves for Gary and Zapdos. The new moves can sometimes create technical difficulties. I can spend a good amount of hours bug fixing or just balancing the moves so they do enough damage. Once the bugs are cleared I create a team of pokemon that will be the best to beat the level. In this case I made a team of 6 level 90 Rhydon with Stone edge, I didn't buff them but I thought it would give me a good idea of what kind of damage the players would be able to put out. I played it until it took at least 6 waves to beat him while moving the pokemon around to get healed etc and moving them around to always be attacking Zapdos. After that I tweaked with Zapdos stats a bit to make it just right.

So I hope you guys enjoy seeing what it takes to make the level happen. Now on to the progress list! (Note that Hero Tower Defense Progress will stay in the HTD post from last week)

Weekly PTD progress:

PTD FirstLook!

New Story Level (100%) - Route 19 Training Level
  • Intro (100%)
  • Layout (100%)
  • Waves (100%)
  • Ending (100%)
Zapdos boss battle co-op level (100%) - This will be for Monday! Exclusively on PlayTowerDefenseGames.com
New TM (100%)
  •  Icy Wind (100%)
  • Dive (100%)
  • Hail (100%)
New Mystery Gift Pokemon (100%) - Seel! This will be for Monday!
  • New Moves (100%) 
    • Icy Wind (100%)
    • Dive (100%)
    • Hail (100%)
  • Add Graphic (100%)
  • Add Shiny Graphic (100%)
  • Add Shadow Graphic (100%)
  • Add Stats to Game (100%)
  • Implement TM/Relearn moves (100%)
  • Implement in Adoption (Battle Ready and Shiny) (100%)
  • Implement Shadow in Game Corner (100%)
  • Implement in Trading Center (100%)
  • Implement in Save Code (100%)
Decide who will I trade my Shiny Mew (100%) - Congrats to xlawrunes, he caught my eye with his all shiny all psychic team of Psyduck, Jynx, Starmie, Alakazam, Exeggutor, Venomoth! This was a hard choice!
Choose a new pokemon to trade for next week - my account is samO (100%) - I'm putting up a big number of shiny and shadow pokemon that I have collect during my journeys! Next week I will trade every one of them, if you see something you like send me an offer!
Add new moves to the Pokemon Center's Move List (100%)
Finish implementing design to trading pages (0%) - Forgot some >.<
Bug Fixes (100%)
  • Make Route 17 end if your party all faints (100%)
  • Only one weather effect can be active at a time (100%)
Thanks guys for the continued support, I have a couple of things in the works that I will talk more about next week. I will keep updating this list as the week goes on and....As always let me know what you think!

Monday, January 30, 2012

Weekly Progress: PTD v5.8, epic legendary bird boss

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! 


Okay all rested up and ready to go. Last Thursday I had my first programming test at the University, and I felt really good about it. It doesn't hurt that I have years and years of programming experience but I the professor posted the score online and I got an A! Wooohoo! Okay enough bragging... This past week like I mentioned I took it easy but we still got some goodies. Level cap is now 90, and after the 7th gym I believe we will reach 100. My point of view is that I won't raise it past 100 just to keep in line with the games. I also fixed Eruption, a level 85 move that Entei learns, and the sponsor got around to making a code for Tangela so I put that in.

This week we will have a story level involving Gary and one of the legendary birds! I will also make a cooperative version of this same map for multiplayer. A lot of people have been asking for a co-op level and I thought this "boss" level would be a good fit. I'm also going to be having a new mystery gift pokemon, new ability, new achievement, and some new TMs! So I think you guys will really enjoy this update! Also I think a lot of you will ask... you can NOT capture the legendary bird on this level. You will be able to catch them after you learn Surf so be patient :)

PTD First Look by GraphicForce!
 
Weekly Progress for PTD:

Choose who to trade my Shiny Tauros to (100%) - Account name is samO - Traded Bk for his all Shiny and all level 80 - Nidoking, Charizard, Golem, Gengar, Dragonite, Exeggutor!
Choose a new pokemon to trade (100%) - Shiny Mew! Looking for Psychic pokemon!
New Story Level (100%)
  • Intro (100%)
  • Level Layout (100%)
  • Level Waves (100%)
  • Level Ending (100%)
New Co-Op Multiplayer Level  - Postponed until next week
New Mystery Gift Pokemon (100%) - Will arrive on Monday
  • New Moves (1) (100%)
  • Add Graphic (100%)
  • Add Shiny Graphic (100%)
  • Add Shadow Graphic (100%)
  • Add Stats to Game (100%)
  • Implement TM/Relearn moves (100%)
  • Implement in Adoption (Battle Ready and Shiny) (100%)
  • Implement Shadow in Game Corner (100%)
  • Implement in Trading Center (100%)
  • Implement in Save Code (100%)
Implement new moves in the Trading Center's Move List (100%)
New Ability (100%) - Compoundeyes - Increases move accuracy by 30%
  • Implement to Butterfree and Venonat (100%)
New Achievement (100%)
  • Implement in Game (100%)
  • Implement in Server (100%)
New TMs (100%) - Added Sludge Bomb
Bug Fixes (100%)
  •  Made it possible to click on your towers when they are close or under the money and wave info text (100%)
  • Achievement for Shadow Grimer Typo (100%) - Misspelled Grimer's name
  • Change in the attack Curse (100%) - When a ghost uses the move, cap the amount of damage done to the target by 1/4 of the users life.

Weekly Progress for HTD:
Add Males into the game (100%)
  • Add male animations (100%)
  • Add male armor (100%)
Make the focus target apply to all units (100%) - If the focus is out of range then target as normal.
Add New Sound Effects (100%)
Fixed an issue with doing another move while one is on cooldown (100%)
Out of Range text when you target a unit that is out of range (100%)
Native skill tweaks (100%) - Increase cooldown and remove all countering type debuffs on target.
Range graphic tweak (100%) - Make it an outline instead of large translucent circle.
Wand tweak (100%) - Only have one character wield the wand and the sword.


Today was short and sweet, so let me know what you think! Also I'm assembly a sort of wish list for PTD 2 so if you have any ideas as far as what you want to see in the game, post them below! Thanks, and let's have a great week!

Tuesday, January 24, 2012

Weekly Progress: Pokemon Tower Defense v5.6.1 release, Shadow Pokemon, Safari Zone released, finishing the Pokemon Center look and getting rest!

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! 


WOW, what that was a crazy week! So many new pokemon to catch! I think we have all been waiting for the Safari Zone just for the vast amount of new pokemon. Many of you wanted a Rock Tunnel kind of level but in the end of it I felt that it wasn't really needed. I thought the "Joey" mechanic would be enough to make the level feel fresh.Granted it wasn't perfect on the first try... Due to the quick feedback of you guys I was able to tweak how it works and I think it's in a pretty good spot. Some of you think it's too easy now but I still think that it's providing enough challenge without being incredibly frustrating.

So last week we also had a poll about shadow pokemon's experience gain. While the results were clearly in favor of giving shadow pokemon the similar experience boost as shiny, there was a big public outcry about it so I wanted to tell you guys how I felt about the whole thing and what I ended up doing.

Okay so what I ended up doing was that Shadow pokemon will earn the same experience as a Normal pokemon. COMPROMISE! Some will say "Sam I can't believe you did that, the poll was clear! Why did you give in again!" To understand my reasoning we have to look at why I added Shadow pokemon in the first place. Shadow pokemon were added so that people that people had something to trade to people that had hard to catch or adoption only pokemon. Also to add another layer of collection, something to reward the player, and to promote trading. So when doing this I thought what can I do to make them different in a way that they wouldn't be overpowered in battle. The reason I don't want them to be overpowered in battle is that I don't want player to feel like they need to use a shadow pokemon to gain the greatest edge in battle. I want the player to choose which type of pokemon they want to use in battle. So since shiny gain more experience I thought wouldn't it be kinda cool if shadow pokemon earned less. It seemed to fit the whole shadow motif. Unfortunately people viewed shadows in a negative light because of the decrease in experience. So I decided to remove this negative factor in them. I hope that explains what is in my head.

After such a long week of things to do I broke a promise.. and this week I will do it! I will finish the Pokemon Center's new look! Besides that we are going to take it a little easy so that I can finish that darn thing and so I can rest a little bit.

Weekly  Progress for PTD:

Finding a way to make players be able to get 1 Shadow Pokemon per week on their account (100%) - Essentially the new Daily Gift Rare prizes will enable you to get one in at least 7 days or sooner.
Give out my current pokemon that is being traded, Shiny Shellder (100%) - Traded it to "newtothegame"! He traded my Shadow Gyarados, Shiny Starmie, Shiny Goldeen, Shiny Tentacruel, Shiny Gyarados, Shadow Starmie!
Put out a new trading pokemon on my account samO (100%) - I put a Shiny Tauros! Give me your best offers!
Rework Daily Code prizes (100%)- This is coming thanks to all your feedback! I simplified the prizes, to just casino coins and SnD Coins. That way you can use the coins to buy what you want instead of getting something that you already have.
New Pokemon added on v5.6 (100%)
  • Implement in Adoption (shiny and battle ready) (100%)
  • Implement Shadow in Daily Gift and Casino Corner (100%)
Remove Shadow NPC Trade pokemon from the Daily Gift and Casino Corner (100%) - Meaning the only way to get Shadow Mr. Mime, Shadow Jynx, and so on will be from trading a shadow for it in game. All who have those pokemon already will keep them.
Remove Shadow Pokemon that you can get from achievements from the Daily Gift and Casino Corner (100%)
Pokemon Center new look (85%)
Fix a bug with the move Eruption (0%)
New Mystery Gift (100%) - Pokemon Tangela!
  • Add stats to game (100%)
  • Add Graphic (100%)
  • Add Shiny Graphic (100%)
  • Add Shadow Graphic (100%)
  • Add New Moves (2) (100%)
    • Ingrain (100%)
    • Tickle (100%)
  • Implement TM/Relearn moves (100%)
  • Implement in Adoption (Battle Ready and Shiny) (100%) - Note that you will need to play v5.7 for Tangela to properly work.
  • Implement in Shadow in Game Corner (100%) - Note that you will need to play v5.7 for Tangela to properly work.
  • Implement in Trading Center (100%)
  • Implement in Save Code (100%)
Level Cap Raised To 90 (100%) - JabXIII asked for it!
  • New Move: Eruption (100%) - Entei level 85 
  • Implement in Game (100%)
  • Implement in Save Code (100%)
Implement New Moves in Pokemon Center's list (100%)

Fixed a problem on the Daily Gift, when you win an SnD Coin it would show the wrong message (100%)

Weekly Progress for HTD:
Show move cooldown in the UI (100%)
Have some units have Fire skills and some have Shadow skills, the last one have a random combination of both (100%)
Add new Whelp Behavior (100%)
Implement new graphics for the Shadow Moves and Shadow Icons (100%)


Let's keep this going guys, we are close to the end! As always let me know what you think!

Monday, January 9, 2012

Pokemon Tower Defense: Weekly Progress for v5.5, school is starting, looking for a programmer!

Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Purchase some SnD coins and get Ninja-ja bonus items free! 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!

A new week a new adventure in video game development here at Sam & Dan Games. Since the explosive popularity of Pokemon Tower Defense things have changed a lot for Dan and I, and we decided from the beginning that we wanted to make a different kind of game company. Most game companies follow a similar path of developing the game internally for a number of years and then release it into the public making only slight changes based on user input. This method is not incorrect by any means. The developer has a vision of what he wants for the game and takes his time (or however much time he can afford to spend) to make it as close to his vision as possible. They do play test with gamers and non-gamers. I can imagine. to gather some feedback on the game. The process is proven and many companies use it to great success. But we knew that if we wanted to stand out and provide something unique to our players we needed to be different.

So we thought about what we would like other companies to do, or what were new independent companies doing that we really liked. One such person/company was Markus Persson aka "Notch" from Mojang and their hit game Minecraft. While I'm not an avid Minecraft player, as a game designer I can see the appeal of the game. But what really sticks out for me is the method in which the game was released and updated. If you haven't noticed we followed a very similar approach with Pokemon Tower Defense. Releasing a game in it's early stages is a risky thing to do. What if somebody steals the concept? What if players are turned off by an incomplete game? These are all things to keep in mind while using this process. To me it means that I get to know how the players feel about your game at a stage were you can still make changes to it. Pokemon Tower Defense is really close to being done, and your feedback as been integral in the making of it. Sometimes you picked which avatar we should get, or if Joey should battle somebody, even which direction we should head in. Those were choices that I gave you guys to directly affect the game. But your emails and comments gave me great insight into which direction you the players wanted to take it in. While I didn't follow every little request (that would be a horrible thing to do) I did follow request that I felt and many felt should be implemented.

We are getting close to the end of PTD 1. 3 more badges to go until the final showdown, very little new pokemon to add until all 151 are in the game, and less than 100 new moves to add. This game belongs to all of us that have participated in creating it. Even those who are no longer around but helped in past times. Because the game is near completion, you won't be seeing a lot of new features most of the focus will be on finishing what is already there. So what's next for us?

My main priority right now is finishing the PTD story mode. This will grant everybody access to the original 151 pokemon. My main goal with this game was to make a good pokemon tower defense game and I think I have accomplished that but it's still not completed. While I'm finishing PTD I will work with Dan and Kevin on Hero Tower Defense. On top of that I'm going back to school! Starting this week I will be taking two college courses on my way to finishing my Computer Science degree. The great thing about being an independent developer is that you can set your own schedule and work around things in your life. So I will have the task to balance game development with going to school, doing the homework and studying for test. Life is all about balance!

So when PTD story mode is finished I will move the focus to HTD and really try to get that game going. Just like PTD we will be showing you the game as we make it so that you guys can give us your feedback. Once the game is in a good playable form with some levels ready we will deploy it to websites such as newgrounds, playtowerdefensegames, etc so that we can attract new people that are interested in that game. But I never like just working on one game... So while working on HTD and HTD being the main focus I will work on... Pokemon Tower Defense 2! Yes you heard it right! The sequel to PTD is officially announced! The game will focus on the 2nd Generation of Pokemon from the Johto Region and along with all that many of new features that you guys have been requesting:
  • 100 new Pokemon to capture and raise
  • New Story Line
  • Held Items
  • Pokemon Genders
  • Pokemon Breeding
  • Eggs
  • Day Care
  • Day and Night Cycle
  • Different Pokeballs
  • More Items
  • More Achievements
  • Better Interface
  • Being able to transfer your old pokemon from ptd 1 into ptd 2
  • More Avatars
  • and more!
As I said before Hero Tower Defense will be the main focus after PTD 1 is done but PTD 2 will be worked on by me and a few other people at the same time. Along with this game I will be working on other side projects that will take a lot longer to show to you guys. Which brings me to my new next point, we need a programmer!

Looking for new people that want to work with us is actually a pretty hard ordeal. We had many great applications for the artist position and we were fortunate to find Kevin which has shown that he has what it takes. With artist the quest of finding one is a lot simpler, since with art what you see is what you get. With programming it's not quite as easy as looking at a portfolio. But let's do it anyways. This programmer position will let you work with Dan, Kevin and I on all the latest projects that we have here on Sam & Dan games have going. Be a part of our team! We are in need of programming in pretty much all the areas of game development so if you are an expert in gameplay,  interfaces, or tool building apply today!

Here are the requirements.
  • Must be 18 years or older.
  • Must have at least a year experience using Action Script 3.
  • Must have mastery of OOP.
  • Must have Adobe Professional CS5.5 or compatible software.
  • Must have a passion for Gaming.
  • Must speak and write fluent English.
These next ones are things are pluses that will make you more likely to be considered:
  • Have published a successful Action Script 3 Flash game on the web.
  • Have worked on a published game using different languages and engines.
    • C++, Java, C#
So there you go, like the artist position this is a paid position. Here is what we want to know from you:
  • Email to sotero86@gmail.com with subject "Programming Job Opening for SnD Games" (Can you follow simple instructions?)
  • Your experience in programming: What languages, how long, etc (Do you meet the requirements?)
  • Examples of your work: Published games, tools, widgets, etc (Do you have any of the plusses that we are looking for)
  • Why you want to work with us? and why should we pick you? (We want to see your passion!)
So let the search begin! I'm looking forward to the applications!

Okay.. So this has been a long post but I haven't really expressed myself fully recently and I wanted to get some stuff out there :)

Now on to the Weekly Progress! I won't reveal too much of what it will be on, the PTD First look by GraphicForce will take care of that. You can expect that (the first look) by the middle of the week.

PTD First Look Video for v5.5


New Story Level (100%)
  • Level Intro (100%)
  • Level Layout (100%)
  • Level Waves (100%)
  • Level Ending (100%)
  • Implement in game (100%)
New non capturable pokemon (100%)
  • Add graphic to game (100%)
  • Add stats to game (100%)
New Achievement (100%) - Celadon Challenge!
  • Implement in game (100%)
  • Implement in server (100%)
New Ability (100%) - Sand Veil - Sandshrew, Sandslash, Digglet, Dugtrio - Sand Veil increases the evasion of a Pokémon in a sandstorm and if on a Pokémon whose type does not already, grants immunity to damage taken from sandstorms.
  • Implement in game (100%)
New Mystery Gift Pokemon (100%) - Grimer!
  • Implement in game (100%) 
  • Graphics (100%)
  • New Moves (100%)
  • Implement Moves/TMs (100%)
  • Implement in Trading Center (100%)
  • Implement in Adoption Center (100%)
  • Implement Shadow Version in Game Corner and Daily Code (100%)
  • Implement in Save code (100%)
Rework Daily Code prizes (0%)- This is coming thanks to all your feedback!
Level Cap Increase (100%)
  • New Move due to increase (100%)
    • Implement in game (100%)
    • Implement new move in pokemon center's name database (100%)
  • Implement in game (100%)
  • Implement in trading center (100%)
Pokemon Center new look (70%)
Bug Fixes (100%)
  • Bug with trading pokemon in game (100%) 
  • Add missing information for the move Spike (100%)
Add Ditto, Shellder and Psyduck to the adoption center (100%) 
Add Ditto, Cloyster and Golduck to the adoption center (100%) 

Hero Tower Defense Programming Progress:
Interface - Targeting Functionality for your units (100%) 
Interface - Selecting a specific skill to use against a particular target (100%)
Graphics - Implement new interface graphics (100%)
Interface - Implement zoom in/out buttons (100%)

The list will be filled out with more things as the week goes on, thanks for the continued support and as always let me know what you think!