Thursday, March 22, 2012

Hero Tower Defense Thursday: Day 31 - HTD Pre-Alpha v0.011 Release! Buff/Debuff Icon System, 5th Hero, and More!

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Welcome to Hero Tower Defense Thursday!

HTD Logo

Go here to read Day 30 of Hero Tower Defense Thursday.

This update introduces a 5th Hero who comes equipped with a 1H Hammer. With him you can now take a full party of 5 into battle! We've also added the Buff/Debuff Icon System, a new cursor, and some minor other tweaks. We're working on the Light Skills next and those should be fun. Then all that's left will be Nature! At least for Tier 1 Elemental Skills, there's still plenty more to come.

For the buff/debuff icons you'll notice they are flashing, this is to warn you that they are about to run out. In this case these will always be flashing because the current skills only last a few seconds since they can be reapplied constantly. This won't be the case for all skills so when a buff/debuff lasts longer it will just stay solid.

We're looking to start on the Inventory, Hero Stats, Leveling, Skill Point System, and Class Skills soon. Those will add a lot of the RPG mechanics we want into the game and then we'll finally have nearly all the core mechanics implemented. The Inventory will be pretty typical although looting will be a little different than usual. I'll go into more detail about that when we implement it. The primary Hero Stats will be the traditional Strength, Stamina, Intelligence, etc but there will also be some secondary stats like Elemental Attunement stats which basically make you both better with a specific type of element overall as well as more resistant to the harmful effects of that type.

So look forward to those coming soon along with other cool stuff. We've also made progress with the development of the overall story (think of it like the main quest line) and will be starting to develop some more maps and such as well. So stay tuned!

On a side note, the HTD wiki folks requested some information so I'll be adding enemy stats and other tidbits to the Play HTD page for viewing till we get in-game versions implemented. Keep in mind the information there is temporary, the names and stats will be changing.

What's New:

-Added Buff/Debuff icons (They flash when under 5 seconds which is currently all the time, there will be longer ones later)

-Added 5th Hero

-Character Names (This was actually already in but you have to do it at the Hero Screen)

-Smaller Character Nameplates

-Added 1H Hammer

-Added New Cursor (It changes when dragging things)

In the Works:

  • Design

    • Hero Stats and Points (100%)
    • Story: Intro (20%)
    • Story: Intro Scene 1 (0%)
    • Class Skills: Tier 1 (75%)

  • Graphics

    • User/Profiles Screen Graphics (100%)
    • Inventory Screen Graphics (0%)
    • Light Skill: Radiate (Native) (10%)
    • Light Skill: Shinning Strike(T1 Physical) (10%)
    • Light Skill: Fleeting Light (T1 Magical) (10%)

  • Audio

    • Sound Effects: Light Spell (0%)

  • Programming

    • Inventory System (100%)

    Also check out Kevin's blog, KXN @ HTD for HTD art-related concepts, WIPs, polls, and more!

    Any suggestions, ideas, or feedback in general is welcome in the comments. Thanks guys!



    1. Replies
      1. well... very good update; I was really looking forward to play a 5-member party!!

        anyway, I've discovered something... curious. It's possible attack your allies or yourself with offensive moves!!! I used a fire spell casted by the 5th hero against the 5th hero (self-K.O), then I used a shadow spell casted by the 2nd hero against the 4th hero (K.O), and then I used a shadow spell against the peasant I was supposed to protect (obviously this caused the game finish)!!!

      2. Yeah, this comes more into play later as to why you can use spells on your own characters. Also the damage and health isn't balanced right now so that's why you can just one-shot your own guys. We'll be tweaking it as we go. :)

    2. Hey, I noticed that you have started working on the first story level :)
      This brings up an obvious question - How many levels do you plan to make ?
      PTD has about 40 levels so I think you should get atleast 40 levels in here..

      1. ... But keeping the actual level as a "survival level" in order to be able to score :)

      2. There will be a lot of levels/maps. Can't really even give a number because there will be things like side-quests and such that just add more and more so there will eventually be way more than 40.

        The current survival mode is mostly for testing but we might implement it as an optional mode after completing each level/map.

    3. Fourth...Cool...Looking forward to light...

    4. really cant wait for the story to start. it is going to be awesome :D

    5. I think the flashing bit of the buff/debuff spells is a bit off. They stay invisible for a tad bit too long, so instead of flashing they sort of seem to activate/deactivate repeatedly. I would suggest either cutting the frames for visible/invisible, so it looks like it's flashing, or even just make it so that flashing cuts it to grayscale for the "invisible" mode, so that you can still at least see the buff spells that are active on the characters at a glance, instead of needing to wait for them all to flash on.

      1. I really believe it so; it's really difficult to know how much does the buff icon lasts. I agree with you that a "repeated flashing" untill the buff/debuff finish could be a great idea

        Anyway... Sam & Dan; HTD is a great game, and it's becoming greater between updates, these cursor is really... amazing!! congratulations for these and for other ideas (like dynamic classes based son skill points, element-based attacks, unique master skills, different gear and weapons, these little-pesky dragons and more)

      2. We can play with the flashing a bit to make it better. The grayscale suggestions is a good idea too, might have to try that. Thanks!

    6. hey is it a bug to kill your own heros with yo skills cause ive done it like twice now lol :L

      1. By using this "bug", u can also kill the peasant you're supposed to protect (the girl with no weapon or gear); I've already reported that -.-'

        Think of that, not as a bug, but as a way to quickly finish a level that can't be finished for some reason (infinite or temporally bugged levels); use these bug could be like use a kamikaze bomb or simply like pressing a "leave battle" button

      2. It's not a bug, it just hasn't had the benefits added yet and the health and damage needs to be balanced so you don't just instantly kill your own guys :P

    7. 9th!

      Good update I like the cursor:)


    8. I really like the idea of keeping the demo level as a 'survival level' once the story levels start being implemented. On that note as new enemies are being introduced you guys could add them at later waves.

      cool game bros,


      1. Yeah, I've always liked the "survive every enemy" kind of modes. So expect to see something like that indeed. :)

    9. can u make it so when a character dies right after it launches an attack(like the far range attack) the attack still goes on instead of vanishing

      1. This is actually something that is harder to fix than it sounds. It's fairly minor considering your characters won't be dying too often although it does the same thing for the enemies as well but still not very noticeable. So it might just stay that way. Good observation though and thanks for pointing it out!

    10. Any release date for the next version of ninja-ja yet?

    11. later in hero TD will we be able to change hair coler and outfit and weapons

    12. have you ever herd of a show called fairy tale that would be i great TD game