Wednesday, 26 November 2014

Attacking prototype

I have tested out how the code should work on flash when enemy and the summoned unit are to attack each other. A simple hit test in done in AS3 is able to show the look and feel of what I intended to do.

Here's a screen shot of the prototype. Using two sketches from what I have sketched before to do the hit test animation.

The unit and enemy will bounce back once they have reach and hit each other.




Thursday, 20 November 2014

Paper prototypes

I have also tested out a few different paper prototype of the game to see which has the better UX on the gameplay.

Prototype 1:

- Use food to summon
- Simple tap interaction to summon


Prototype 2:

- Drag and drop the characters
- Use food to summon
- Character will move to the selected position



 


Prototype 3:

- Perform rhythm to summon characters
- Use food to summon
- Combo will be used after summoning
- The greater the combo the stronger the unit



After all 3 prototype, I've decided to mix and match most of them, using simple tap to summon the units and at the same time, performing beats will be able to enhance the attribute of the units.


Friday, 14 November 2014

Character design 1

After changing to art direction to medieval, there are changes on the characters as well. Here I am to show the sketches I have done on the characters so far. The characters are inspired from knights from Kurechii's King's League.

There will be two types of units to be summoned, the air units and ground units. This post is to show the ground units character sketches.




Wednesday, 12 November 2014

Sketches of tower

After the consultation, I have start sketching characters and towers. The theme I have chosen to develop the rhythmic tower defense game is medieval.

Here are some sketches of the tower. The tower is build up using wood and rocks to make it seems more of a medieval feel.


Sketches





Finalized sketch


Thursday, 6 November 2014

Change of art style

After submitting the prospectors, I have my semester break and throughout the semester break I found out that I am not capable of creating artistic and experimental art style. I often find abstract and experimental art is hard to understand and difficult to deliver a message. Therefore, I've decided to change my art approach to a more commercialized tower defense game, using iconic characters and structure.

The direction benchmark will be something like this:




After going back to college, I've consulted my specialist and he has approved on my changes and recommend me to come out with the graphic as soon as possible as I am falling behind in terms of schedule since I have changed my art direction.

Friday, 5 September 2014

After Pitch Feedback

I were to give a pitch to my lecturer and different specialist on my project, feedback was prompt. Below are the feedback given by tutors and lecturers to further improvise my mobile game.

Feedbacks

- Target audience should be aiming for girls/ woman cause of using experimental flower design.

- Consider the sound when user plays with the mobile game, user might not be able to play the game in crowded area.

- UI design can be nicer as the HP and Combo is not appealing.

- Main concern are target audience, it is not suitable for a general audience, be specific on the target audience.

Friday, 1 August 2014

Gantt Chart


The early phase of the production timeline is to design and develop the assets of the mobile game. The assets includes: graphics, sounds, visual effects,UI designs and animations. After producing all the assets, the production timeline will be the technical phase. Most of the time spent will be on technical due to having a lot of different stages to complete and unlock the final core stage.