Saturday, June 30, 2012

Bunny tactics

Progress on the unnamed bunny tactics game has been going very well. At this rate, things may be wrapped up within the next couple weeks. It features melee weapons used by clicking the mouse, and range weapons used by charging up a small meter. Typical WASD is for movement. The hats give some kind of perk or attribute bonus.

This defense game is not progressive - there are no days or rounds that get incrementally more difficult. Instead, there is one long battle that requires multiple retries. Money and gear (seen above) is randomly obtained over time. The player's score in general is determined by how few retries it took to defeat all 100 enemies. This whole setup makes it so much easier to balance on my end.

Unfortunately the game does not make a whole lot of sense. For starters, why are orcs and the undead attacking this bunny? And what is with the goofy hats? I admire good story lines and strong character development, but it was just not my focus this time. Actually, I am attempting to make use of a lot of art that got shelved last year, so the overall theme of this game was not very selective.

As usual, I am always excited about future plans and ideas. Basically, I am feeling confident to pursue multiplayer Flash games next on my agenda. It may sound outrageous, but apparently is very feasible with modern APIs and tools, like Player.IO and SmartFoxServer. It does cost money, but seems very affordable.

Additionally, I want to find a simple way to host player-made content on a server, and have the core feature of the game be some kind of level editor. One of my own dot com domains offers unlimited hosting and bandwidth. A naively insecure approach to host player-made content is to send the data to a PHP page with parameters that save data entries into some SQL database.

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