Development, Research, Samuel Coupland

GameJolt Layout and use

To get our game played so we had more feed back we put our game on a online gaming website called GameJolt we did this so we could get alot more feedback and in turn make the game better, also for our game to be posted we wanted to make sure we had added enough to the game, and when we published it that meant we had done enough to know it was good for the public.

Our Page

http://gamejolt.com/games/arcade/evolution-of-defence/63746/#show-notifications

Below we have shown our page layout, for the header we decided we should make something that said the name of the game and was displayed within the colour scheme and this is what we ended up with and it suits the game, also to get more players we showed images of the game being played, aswell as the menu screen, and early alpha look so players can compare it with now, and a video of the game so people can view before they play also as a start our game is only supported windows and is a download but later will work with HTML.

Our Gamejolt

Idea Generation, Joseph Coupland, Research

Moodboard

Here is a mood board that I created. The mood board helped me consider the ways that different tower defence games demonstrate the same feature differently such as their interface, this was useful for me as it made sure later when I create these features I can refer back to the mood boards I created and use them as reference images, this way I can try to make the game similar to other tower defence games.

Mood board2

Joseph Coupland, Research

Research into development blogs

For this project because I am using a blog to post my work I am going to have to make sure that I keep the blog to a professional standard, this is to make sure that people will want to view the blog and find information easily, this will make it more likely that people will want to comment, follow or like our posts; this would be useful to us as it means we can see which ideas people like and keep producing worked that is liked, also if people comment we can get their opinion on content and make any changes we have been suggested.

Because I have worked on a blog before I can use the knowledge I got from my old blog and apply it to this one. My last blog was successful however I could have made more posts and more more regularly; this is something I am aiming to achieve this time around. Also to make sure my blog is successful I have researched before into development blogs and I have taken key elements from good and bad blogs and considered which content of the blogs I would like to recreate in my blog and which features I will not use as they are unprofessional or are a bad feature for the blog.

The Runescape ninja team post development blogs to inform the community how work is progressing, these are useful for anyone who is interested as they have a lot of information for the work that they are currently working on, the development blogs posted by runescapes ninja team are a good example of how I should be creating development blogs because of the format they use such as tables and general text layout, these are useful as it makes it very easy to understand stand what is being talked about as well as looking at what information is related to something else when presented as a table.

The development blogs also take player feedback this is useful because it means that all updates they are producing to the game is what the players wants and means the work can be improved upon depending on feedback for example changing how something works or the appearance.

The development blogs are also useful because they use images to represent their ideas, these are useful even if the work isn’t far into development as it creates a clear picture of what the concept is going to be like in game; this is useful as it means they can gather feedback during early stages of development; this means that work can easily be edited or scrapped depending on feedback

The development blogs is also useful because they explain what they mean when they are giving an idea, this is useful because anyone who is not used to game development terms or finds it hard to understand equations or numbers gets it explained to the in a very easy way that means they can understand it

”A boss has a 1/1000 drop rate and a threshold of 500.
If you have 945 normal mode kills and 234 hard mode kills then your total kills on this boss is 1,179 which means you have reached the threshold twice giving you a 3/1000 drop rate (1/333).
This will cap at 10/XXXX meaning that once you have reached the threshold a total of nine times, then it cannot improve your drop chances anymore.”

This is a very simplified way of explain how the drop rates work.

I am going to try and post a development blog like this by having initial ideas such as concept art and have the work progress as time progresses such as first model and the end result; I would also have edits listed due to changes from feedback and lastly I’m going to try and explain things as easy as I can.

http://services.runescape.com/m=forum/a=569/sl=0/forums.ws?373,374,408,6549814702/12/15img3 img1 img2

Research, Samuel Coupland

Good Development Blog Research

For my last assignment i had to research into other development blogs and how they are good or bad, this is the Researched i used last time and i will be using again as it is a good blog to compare our blog to also i can compare my blog to my last assignments blog to see if it is to a good standard or not.

Development Blog

Runescapes Boss Pets Development Blog

Picture2

I believe the blog is a really good blog as it shows the developments they make while progressing their ideas for an update and while doing so they are showing you what they are doing as well as asking the players what they would like to see in the update and making sure that it is exactly how the players want it over how they want it, this makes it a good example as it shows that you really do need to care about what the customers want as its really all for them, also they made things easy to understand for the players they didn’t use wording that only a developer would understand but used a tone that everyone would understand meaning that their blog is useful to all.

Their posts are about how the new content will work, so they are showing what they have planned and exactly how they will work, and each new post is about new ideas or about how they have changed something from player feedback to make the update better for the players that are wanting the content.

In their new posts they are always asking the player what they would like to see as a new bit of content, for example they suggest an idea of the pets being buy able for those who don’t like to boss much so they can get it without the hassle of having to find others to fight the beast with them, so they ask the players if they would like this, and then the players say no they wouldn’t like this so in a later post the Jmods announce that the pets will no longer be buy able, also they have written everything down in a nice easy way for every player to understand, which really helps and gets the most efficient answers as everyone that is reading has a clear understanding of the questions.

Elements that I think I could use in my blog about my background would be, asking the potential customers what they would like to see and making the content relevant to what they have asked for over what I want, and this is exactly what I will be doing, also rather than talking about the things I have been doing using proper Maya terms, I would try and tone it down so I am just asking in a nice easy way so others can have their input without getting all confused, also I would make sure that my blog is updated regularly to get the most out of it, also I would be showing an almost full step by step of what I am doing and how I am doing it.

Last blog

I believe my last blog was not to the best of standards as it wasn’t used effectively and everything was just jumbled around and not sorted properly with bad categorize as well as them not even being used, but for my blog this time, i will be using effective categorize and making everything placed where it belongs and i will be having the blog constantly updated and left left a mess.

Joseph Coupland, Research

Research

For my research I am going to look into a range of tower defence games such as bloons, curse treasure get your hands off my gems!, age of war, bloons and plants vs zombies from these I plan on finding what makes these games successful and what qualities I wouldn’t use in a game for given reasons. I am also going to look into the focus of the tower defence game which will be evolution and growth, because of this I’m going to look into games movies and books that feature evolution.

Evolve

Evolve is a game that is based around growth and evolution, in game the character can start by being a small weak creature that has to fend for its self to gain energy to evolve, to do this it must face against weaker monsters and avoid those that are stronger that itself, however the monster is able to evolve very quickly, this both changes its size and strength showing how much evolution can change a creature. The game allows the player to both play the monster and the hunters who are after the monster this makes the game more interesting with its concept of evolution as depending on which team the player is fighting on makes quick evolution either a burden or an asset. Because of how this game is hugely impacted by evolution a has a range of effects that are determined by the evolution of the monster such as who fears it and its traits these features would be a good idea to look into for my game, even if the player will not be able to play as the enemies in the game that I am going to help create, the players evolution will affect the ways that the enemies work as they too will need to evolve to keep up with the player.

After playing the game evolve I saw how evolution and growth can have a huge impact on a game; in the game after a player has evolved everything changes as they grow larger and much more powerful and so becomes a much stronger opponent, from this in the game that I’m going to make I’m going to make sure evolving makes a huge impact with the player, this will be by changing the characters appearance, speed and size, this will also have other effects, this is because after playing evolve I found that it was fun because when the player evolve they truly felt that they had gotten more powerful and more fearsome, because of this the player should be able to constantly tell that because they have evolved their character has changed and become better, such by the difference in the characters speed, this is so the player can tell that it is important for the player to evolve and to progress in the game.

X-Men

The x-Men movies are a great way for inspiration for a game based around evolution, this is because the movies show how the world would react to animals that have evolved differently from others of the same species such as how humans hate the Xmen, because of this in  the game that I’m going to help create it could have aspects of creates from the  same species turning against their evolved offspring, X-men also gives a range of ways that a create could evolve such as devolving like the character beast does, this could be implemented in our game so there are ways to turn back into what the character previously was or other aspects that could happen though mutations such as hands for feet, showing how evolution can have problems.

Books with evolution

Charles Darwin the origin of species could be a great way of getting ideas for growth and evolution as the book explains his theory. One thing the book suggests is the idea of survival of the fittest from other scientists such as spencer which suggested only the strong survive by using power and its  abilities which could be a way evolution in a game could work, this could mean for example stronger enemies over time as the enemies would keep evolving and becoming stronger The book also suggests how one animal could have evolved into others slowly over time, for our game we could use the idea that one animal slowly thought different stages evolves to become another other time, such as a monkey to a human.

Digimon

Is a series that monsters battle other monsters; during the series the monsters must evolve to become stronger to defeat new threats; this is a concept that would be good to add to our game, as on the series the monsters grown in size, strength and speed; because of this they can defeat stronger enemies, to evolve the monsters need energy, this could be a feature of our game, it would work by if the player had gathered enough energy they could evolve to become something stronger and better.

Metamorphosis

Though not strictly evolution, metamorphosis is a huge type of growth and has qualities like evolution. It has a huge change from one animal into another which is similar to evolution, it also made me consider how one animal can evolve and become something completely different and unrecognisable, such as a caterpillar (land) to butterfly (flying), this could work really well in a boss battle, if a boss evolve and suddenly all of its mechanics changed like a caterpillar to a butterfly changes so it’s not just visually different, this could be an aspect that is implemented into the game.

Bloons

Bloons is a tower defence game that has enemies following a path to reach the players base to deal damage the enemies always spawn in the same location and follow the same path each time. Enemies following a path is extremely common for tower defence games however over time it becomes very easy and predictable, this makes the game quickly become repetitive and leads to the game becoming boring, however the enemies in the game have a varied health has indicated by their appearance; this makes the game more interesting and it makes sure the game is less repetitive. The game has sound effects such as the poping noise however this seems to be the only sound effect, this means the game can quickly get boring as there’s no sound to make the game more interesting.

The game also has no way of being paused unless the player has completed the level.

This game has given me inspiration in what to do and not do with a tower defence game. The game has a range of aspects that I am inspired from for example how the enemies have a range of health that the player can easily see the difference with by looking at the appearance of the enemies, the game also has a simple but effective interface which makes it easy for the player to understand which is a feature that I would want in my game so players will understand and be easily followed, also because the player can evolve their structures such as increasing the attack range and speed of a tower it makes the game more interesting as the player considers more what kind of strategy they want to use, this feature could be used in the game I’m going to help create for example the player could buy an upgrade for their base giving it more health or a turret that can be upgraded.

The game has also influenced me not do some features it has, for example the game would be more interesting if the player didn’t know the location that the enemies were coming from

as with the way the game works it quickly gets repetitive which makes the game become boring, the game also doesn’t have a pause button which is annoying if the player suddenly needs to stop playing and do something, because of this I intend on adding a way to pause the game. The game also becomes dull very quickly as there’s only 1 noise that is played, I believe that sound is a very important part of gaming and because of this I intended of having a range of sounds in the game instead of one; these will be triggered by a range of events and there will be a sound track in the background; the aim of this is to make the game less boring over time for the players.

Plants vs zombies

Plants verses zombies has a range of qualities that would be good to transfer into another game, for example the game has a nice play out that’s easy for new players to follow and understand which is important for a game as if players don’t understand something they may neglect it or dislike a game because of it. The game can also be paused which isn’t very common with tower defences however is a good feature as it means the player can pause the game and leave it for whatever reason they have, this is a useful feature as it doesn’t make the game any easier or harder and instead gives the player some freedom within the game. The zombies also come from a less predictable path as they can use a few lanes to attack the player from, this makes the game more interesting when compared to games such as bloons, however this is can still become repetitive over time, because of this I could either try to use a system like this so the enemies are semi-random or I could instead make the game fully random by having enemies come from all directions this is to attempt to make the game more interesting so people will want to play it for longer as it will be less boring over time.

Curse treasures don’t touch my gems!

This game has a range of positive features for example the sound effects in the game, there are a range of sounds that can easily be muted at any time, this is a good feature as some players dislike the sound/music I believe it’s a good idea to have lots of sounds in a game as it makes the game more interesting to play.

The game also has a good use of interface, by using a simple layout, this is something that I would like to implement into my game, this is because I believe it’s a good idea when using an interface to keep it simple for players. The fast forward feature it’s a very good idea for this game and works well, however I don’t believe it would be a good feature to have in our game this is because the player plays like the towers the game would be too hard if they enemies travelled faster this is because it would become hard for the player to keep up

Features that I won’t be using that the game has is micro transactions this is because it will ruin the game and the game isn’t supposed to be having any payment options from the player, this is because I feel the game would become too easy if the player could use real money to be at an advantage over someone that doesn’t and so they won’t be added to the game.

Age of War

Age of war has great audio that suit every action so nothing feels out of place, this is good as it makes the game more immersive which is a feature may game players some seeing, because of this we could try using realistic sounds that are used in an effective manner. In age of war both the players and the enemies can evolve this makes the game more challenging as both sides become stronger and so the player must change their strategy accordingly, I believe that this would be a good feature to transfer into our game as it will make the game more interesting when the player gets further into the game. The game also has a range of classes that the player must fight against, this makes the game more interesting as they must deal with each class according; this could be a feature that we could have in our game, such as having a boss battle or having an enemy that seeks out the player instead of the base. The game also uses turrets, these are placed onto the base to give it some way to defend itself, this could be an idea that we could expand upon and so the player maybe could buy a turret for their tower and upgrade the tower as they progress. The game also allows the player to evolve and use better units this is going to be a feature that I’m going to use in my game, as when the player evolves they are going to be stronger than what they were before.

Shop

From the games that I have been looking into the interfaces are always simple layouts that can be easily understood , these interfaces seem to always be on the screen, I may change this so that the player will have a pause like screen as they are shopping, although this is different from the games that I researched use I believe this will be an improvement this is because this way they will have more time to read what items do and not be rushed, this is because the game will not be using wave mechanics, so because of this there won’t be time for the player to read information between battles, so I believe having a similar interface is important so players can easily understand, however it’s also important to give the player some time  to have a look around the shop and because there would be an endless supply of enemies I believe pausing the game is the best way to do this so players don’t get frustrated.

Age of war could have an improved upon pause menu, this is because the pausing doesn’t stop any animations of the characters, this has a strange appearance as the characters appear like they are walking when they aren’t because of this I would create a pause menu that covers the game so the players can’t see still animations; the pause menu also doesn’t have any features on the game, such as returning to the main menu I believe this is a bad idea for a pause menu has it should not only pause the game but give the player some options such as quitting or other features such as resuming the game.

Player damage – hitting enemies

Not many tower defence games have mechanics so that the player can collide with enemies, because of this I looked into platformers such as Mario to see how they deal with player collision. After playing games such as Mario I found that when the player had been damage it became very easy for players to see that this had happened, this is because the player could visually see a difference with their character such as the character growing smaller and flashing for a few seconds, this could be a feature we could add to our game, this is would be done so when the player collides with enemies after this the player would be unable to shoot for a few seconds and could have visual effects so the player can tell that they have been damaged, this could be by making the character flash and also changing their appearance, this is to make the game harder and more interesting for the players.

Inventory

An inventory system could work well in our game, this could be added so that the player can use collected power ups as they are needed and store them until they are, although this isn’t common with tower defences games,  age of war and curse treasure get your hands off my gems! Have similar features such as the mana and volcano attack of the player which after they have collected enough energy they can use stored ablates to help defend their base from enemies, so because of this the feature could work well within our game as it does for them.

Pause

A pause menu is not always found in tower defence games however I believe is an important part of games and should be added; from looking at games such as curse treasure get your hands of my gems! It’s a good idea to add a useful pause menu to a game and give the player a range of features they can use such as muting the game, quitting or selecting another level. Also from looking at some tower defence games such as age of war it’s also important not to have a pause menu that only pauses the game, as age of war doesn’t stop the players animations, this has a strange effect because the characters are animated however aren’t moving, because of this I would plan on

Money

Money is an important part of tower defence games as the player has to spend points to upgrade their defences to make sure they don’t lose. From researching tower defence games I found out that they can have a range of ways they use money, the tower defence game curse treasure get your hands of my gems! The game automatically collects money for the player so they don’t need to keep track on it, however other tower defence games such as plants verses zombies the player must collect the sunlight (money) themselves, I believe this is an more interesting approach this is because it gives the player more they can be doing while playing the game as there can be moments where not much is happening so the player can have more fun by being involved, this also makes the game slightly harder because the player has more to be doing; because the game isn’t supposed to be really easy and tries to keep the player engaged as much as possible I believe the player collecting their own money will be a good way to gain money.

Enemy health

Enemy health is an important part of tower defence games, this is because the games are more interesting as most enemies are not 1 hit kill and instead require a few hits to be defeated as my research has shown games can present different health enemies in different ways, for example age of war uses different character sprites for each character and like cursed treasure don’t touch my gems! both games have health bars above the enemies this is a good  way to indicate to the player how much health each enemy has left, bloons has a different approach and uses different coloured balloons depending on how much health is remaining. Any of these methods would be a good idea to implement into our game, this could be done by having each enemy with the same amount of health for one class like used in age of war and for other types of enemies a different amount of health, the method isn’t too important as they would all work well.

Damage indication

Although my research didn’t show that tower defence games use shaking I believe it could be a good indication to players so they know when their base is damaged, this is because every game in my research had indications that the base had taken some damage, I believe by adding shake the players will feel more immersed within the game which would make the game more interesting, the game could also have an affect like the cursed treasure don’t touch my gems! by having a clear indication that the base has changed (the gems were taken) our game could have the base showing a different sprite so the player can easily tell they had taken some damage instead of trying to remember how many hits the base had taken.

Art, Research, Tyler Atkinson

Inspiration for pixel art

I took inspiration from other pixel artists like Jim T Myhre Kjexrud (Terraria) and Finn Brice (Starbound) when making the sprites for Evolution of Defence, their pixel art is shaded and detailed rather than some other artists who go for a solid non-shaded style. I used this style because I feel that it looks nicer and more professional than solid colours.

TerrariaStarbound

Research, Samuel Coupland

Moodboards

while trying to get my initial ideas for the game we are working on, i looked into games of the same genre and collected some images of tower defence games i have been using as my research and then i made another which is just specified to the area’s of the game i will be working on, here they are.

moodboardMoodboard 2

Research, Samuel Coupland

Research

For my research i am going to look into a range of tower defence games, Tower defence games i will be looking into, include, curse treasure get your hands off my gems!, Age Of War, Plants Versus Zombies, and Bloons. in these games i plan on looking into the mechanics for them,especially the ones that, that make the game exactly how they are, that being all the key things that make the game fit its genre but also unique. Our game is set about Evolution and Growth, this means that we dont only have to look into tower defence games, but games that also incorporate evolution and growth, one game that i have been playing for my research is the game Evolve.

Evolve

Evolve is a game that has the fundamental mechanics which involve evolution as well as growth, at first when playing the game you start off as a small monster that is weaker then other life forms, including humans, then later on you grow to become stronger and bigger, and from being the one at the bottom of the food chain, you then become the one at the top, The aim of the game is fundamentally, what is planned for our game, start weak and then become stronger and grow, and evolve into the greatest species to survive, one mechanic i would like to add to the game is a mechanic where things start to fear the player when the player gets stronger, as this is something that helps show how powerful you have become, and i would like to show that you can easily kill what could before kill you. While I played the game evolve, I saw first hand how much evolving effects the game, and how it changes the whole dynamic for the game, and this is something that i would love to implement into our game, we could make it so the objective is to evolve from something small and insignificant to something large and the top of the chain, and then once you have passed through all these stages you have completed the game.

X-Men

The film series x-men is a great film to research into as it is a series that has massive links to evolution, as almost all the characters are people that have evolved to become more powerful and to better survive rather then the normal human,also as well as showing how we could evolve it shows how we would most likely react if others around us evolve to become stronger beings, and how we would shun them or we would fear them, also from this we can see that one species can evolve in different ways, rather then all the same, and this could be a way we take our game, so we can evolve to become different beings so maybe we choose different power ups so our play through is different to someone else?

Charles Darwin: On The Origin Of Species

The book that Charles Darwin wrote about evolution is a great book for us to research into as it can tell us a lot of needed information, he tells us that, species evolution happens from a struggle for species survival, so they evolve to better live, and the ones that don’t evolve and adapt are less likely to survive and to reproduce.

Tower Defense games

Plants Vs Zombies

While playing the tower defense game Plants Versus Zombies i noticed that this game is unique as while you are defending a tower you are defending multiple ones rather then one lane, this is something i would like to do, like maybe defend a base from different areas, this game has great interfaces and it looks like a professional game rather then most other tower defense games that are indie like, and mostly under developed.

Age of war.

While playing the game tower defence game Age of war, i noticed that the game is quite suited to us, as its about the evolution of war through the ages, and that is directly linked the the idea we are going with which is evolution. this game has a button that costs alot of energy that makes the player change time era, this is what we want, a button that is pressed and makes the player evolve into another species.

Bloons

While playing the game Bloons tower defense, game i noticed that there are a large variety of enemies and this makes the game alot more interesting as it means that while playing there is always something new that will keep the player busy and never getting bored of the game being the same over and over, and this is something that i would love to implement into the game we are making.

Research, Samuel Coupland

Initial Idea Generation

mind map

for our original idea generation my group got together and we talked about all the different things we could do for a game about growth and evolution, then we started to talk and write all the different things we could do for the game that would fit the genre, above is the mind map we made with the ideas we got about the project.