hamzaaa: Thanks for the comments! We agreed, it was too squishy, we've gone back and made it less "soft" and made the fire animations more powerful, you'll see it in future sneak peaks.
Luke: Thanks man! Our game will be a different focus than defense grid (which we have all played a lot of). Our focus for tower placement will be more on strategic mazes, and filling your mazes with the right combination of towers.
Here's the start of a new tower. The Lava Tower. Takes up 7 hex spaces and pours lava on onto the aggresors.
Here's the high poly.
all comments and crits welcome!
Also, we had a few new posts on our website, like a write up on the process for creating our towers and a quick look at our first playtest.
We've announced a new tower that I did and a new unit that our character artist Brian Cairns did. (model paintovers by our concept artist Kelli Davis).
The metal on the last tower should be a different metal. That way you can notice the incrimental change in better. Also, maybe have something on the flag part to give it a better indication as well. A logo oor completely different color. Just helps it read better that its been upgraded, as 2 and 3 look kinda the same compared to the noticable differance in 1
Definitely agreed whats_true. Maybe keeping the ropes on for level 2 so its a more obvious transition. I like the idea of different metals and changing up the flags per level. We'll be going back to all the towers to make the transitions more obvious. Thanks for the suggestions!
Tiros, the only problem we see with that extreme of a color change is losing cohesiveness, when you have 100 towers all with a bunch of differing colors like that we fear it would start to look really weird. We'll see, once we do a polish phase we'll go back and see what we can do. Thanks!
Finished the lava tower LVL 1. All crits and comments welcome.
edit: screengrab from max, using 3 point studios's awesome shader.
Hey everyone! we've announced a new unit and a new tower.
The Grunt "Mr. Moopsy" and the Scout Tower "Optical Aggressor Peruser"! (Grunt, by Brian Cairns, and the scout tower was by Robin Har) We've got more info on them on the site www.towerwarsgame.com, but here's the arts.
One thing to consider is changing the amount of banners on the side of each unit for every level. Or maybe the width of the banner (higher the level wider the banner). It will make it easy to read each unit and play the game.
Looking great otherwise. You put this thing on iOS and you have my full undying support of monies.
Thanks a lot for all the love guys! Keeps us encouraged.
Jeffro: yea I agree, especially after you see level three (shown below) which got a little out of hand haha. We'll hopefully go back and make bigger differences between the levels. Unfortunately for now its got to remain in the "to be polished" doc. Thanks for the feedback!
Here's the high poly for the Lava Tower LVL 3.
edit: whoops, forgot the flags, oh well, you get the idea.
Artstyle is beautiful (like I've probably said before), but I did find it difficult to read the different towers in some of the screenshots - a cohesive palette is great, but perhaps separate colors a little more on a per-unit basis as opposed to making sure every unit has every color?
I am too a sucker for good tower games, and I think that I am really stuck to this style. Keep up the great work. Will be buying it the day it comes out.
Soooo, it's been a while since I've updated. We've been going through a pretty awesome transition. We've joined forces with SuperVillain Studios.
Which is AWESOME. The team is now working on this game full time which is doing wonders for the project. Here's a dump of some of the things we've been working on.
A lot of the level is still WIP. Would still love to hear feedback. Thanks everyone!
Congrats man! Still looking great. Any chance of an iOS version now?
Keep banging this stuff out. The style is amazing.
A few things that would help reading the scene would be a darker value on the 'board', adjusting the lighting some, and maybe adding a glow around selected units (you might already have that).
Really nice high poly meshes! I'd agree with Jeffro regarding making the units "contrast" more with the environment. Might be a matter of preference since it probably looks great in action/interaction.
I absolutely LOVE the art style for this game, and being a massive tower defence fan also you can be sure I'll be keeping an eye on this one
Good luck with the development guys
Hey guys! Thanks for the bump, totally missed it till now. Have some new stuff to show, here's the mining tower I recently finished, all three levels.
And here's a quick video showing it in motion. This is not in its finished state, still lots of polish left to do, sounds and effects to add etc, but I wanted to give you a glimpse of it in motion. The miners/animations were done by our character artist Brian Cairns.
Also, you guys have mentioned that its kind of hard to differentiate between the towers. So far we've had a lot of outside testers and they've never noticed it being a problem, I think maybe just seeing it in motion and knowing what towers you placed makes it not difficult at all. I think the static screenshot can make it feel overwhelming. For now, we're going to leave it as is, but if in beta people start complaining about it we'll definitely be making changes, thanks for the feedback! Definitely on our radar now. Here's a couple new screen shots since the old one is old.
Lastly! We have a giveaway going on to win these awesome trading cards we printed up of a few of the characters. Signed by the artists.
You've done a beautiful job on this. I never saw the thread before, just the stuff in the wip thread. The only thing that bugs me are the citizens. I'd like to see them twice as big. They are so tiny.
Replies
hamzaaa: Thanks for the comments! We agreed, it was too squishy, we've gone back and made it less "soft" and made the fire animations more powerful, you'll see it in future sneak peaks.
Luke: Thanks man! Our game will be a different focus than defense grid (which we have all played a lot of). Our focus for tower placement will be more on strategic mazes, and filling your mazes with the right combination of towers.
Here's the start of a new tower. The Lava Tower. Takes up 7 hex spaces and pours lava on onto the aggresors.
Here's the high poly.
all comments and crits welcome!
Also, we had a few new posts on our website, like a write up on the process for creating our towers and a quick look at our first playtest.
www.towerwarsgame.com
We've announced a new tower that I did and a new unit that our character artist Brian Cairns did. (model paintovers by our concept artist Kelli Davis).
We also have a contest on the website for naming our catapult. Free shirt to the winner! If youd like to participate, follow the link and give us your best ideas. http://www.towerwarsgame.com/2011/10/introducing-stanley-win-a-t-shirt/
The Catapult and Stanley Clunkerbottom - The Brute
And here are the 3 levels for the catapult. High poly and game ready.
Still working on the lava tower will have updates soon!
Comments, crits, suggestions are all welcome.
http://img827.imageshack.us/img827/2756/pocat.jpg
Tiros, the only problem we see with that extreme of a color change is losing cohesiveness, when you have 100 towers all with a bunch of differing colors like that we fear it would start to look really weird. We'll see, once we do a polish phase we'll go back and see what we can do. Thanks!
Finished the lava tower LVL 1. All crits and comments welcome.
edit: screengrab from max, using 3 point studios's awesome shader.
Finished up the Lava Tower LVL 2 High poly. Put the first one next to it for comparison.
We'll have a bigger update coming this week introducing a new tower and unit. Stay tuned!
All crits and comments welcome.
The Grunt "Mr. Moopsy" and the Scout Tower "Optical Aggressor Peruser"! (Grunt, by Brian Cairns, and the scout tower was by Robin Har) We've got more info on them on the site www.towerwarsgame.com, but here's the arts.
Also finished up the lava tower level 02.
and a couple in game screens for kicks!
All feedback welcome! Thanks guys.
Looking great otherwise. You put this thing on iOS and you have my full undying support of monies.
Maph- ha, there's still a loooot of work to do. We're hoping to have it shipped by spring of next year.
Here's my wip fan tower. It's going to slow down units as they are trying to run past it.
Keep up the good work. Watching this.
Jeffro: yea I agree, especially after you see level three (shown below) which got a little out of hand haha. We'll hopefully go back and make bigger differences between the levels. Unfortunately for now its got to remain in the "to be polished" doc. Thanks for the feedback!
Here's the high poly for the Lava Tower LVL 3.
edit: whoops, forgot the flags, oh well, you get the idea.
This looks so great! Love the style and can't wait to play it! Will be following this thread closly!
AMAZING!
I'm glad this got bumped, I hope to see more of this awesome style and polish soon!
Soooo, it's been a while since I've updated. We've been going through a pretty awesome transition. We've joined forces with SuperVillain Studios.
Which is AWESOME. The team is now working on this game full time which is doing wonders for the project. Here's a dump of some of the things we've been working on.
A lot of the level is still WIP. Would still love to hear feedback. Thanks everyone!
Keep banging this stuff out. The style is amazing.
A few things that would help reading the scene would be a darker value on the 'board', adjusting the lighting some, and maybe adding a glow around selected units (you might already have that).
Also the upgraded hammer one needs spikes on it.
Oh, congratulations on the partnership!
awesome news about the studio hook up!! I'm stoked for you guys!!
Good luck with the development guys
And here's a quick video showing it in motion. This is not in its finished state, still lots of polish left to do, sounds and effects to add etc, but I wanted to give you a glimpse of it in motion. The miners/animations were done by our character artist Brian Cairns.
[ame="http://www.youtube.com/watch?v=Y8tWpPCeFzM"]Tower Wars Mining Preview. - YouTube[/ame]
Also, you guys have mentioned that its kind of hard to differentiate between the towers. So far we've had a lot of outside testers and they've never noticed it being a problem, I think maybe just seeing it in motion and knowing what towers you placed makes it not difficult at all. I think the static screenshot can make it feel overwhelming. For now, we're going to leave it as is, but if in beta people start complaining about it we'll definitely be making changes, thanks for the feedback! Definitely on our radar now. Here's a couple new screen shots since the old one is old.
Lastly! We have a giveaway going on to win these awesome trading cards we printed up of a few of the characters. Signed by the artists.
Info on the giveaway found here. http://www.svsgames.com/
Thanks guys! And again, all feedback welcome.