Friday, March 27, 2009

What we've got so far

Sparkle Defense, so far, is a sickeningly cute tower defense game being written for the XBox 360. It is still in the very beginning stages and only now starting to flesh out a bit, but here's some info on what we've got so far.

The towers:
  • Sprinkle Shooter - fast, cheap, but pretty low damage.
  • Cupcake Cannon - slower, packs a big punch, costs a bit more.
  • The RPG (Rocket Propelled Gumdrop) Launcher - long range tower, strong but unable to target units nearby.
  • Ice Cube Dispenser - Shoots out ice cubes (what else?) that do little damage but slow down the target.
It's all pretty straightforward so far, I know, but we've also got the Sparkle Gems, area of effect towers that change things up a bit:
  • Star Gem - increases damage dealt by the towers within range.
  • Light Gem - increases the sparkles (money) dropped by enemies within range.
  • Earth Gem - increases the defense of towers within range.
The enemies, so far, are also pretty basic (excepting one):
  • Kitties - basic creep
  • Bunnies - faster than kitties, slightly less HP
  • Bears - slow, with lots of HP, but they deal double damage when they reach the player's base
  • Pegasi (pegasuses?) - fast, flying, frightening
  • Panda Bombs - bears that explode, destroying any adjacent towers, when they die
Look for more offensive enemies in the coming weeks. I'm trying to find more creative ways to add to and tweak the basic game mechanics without overcomplicating things too much. More on that later, along with some screenshots and video captures chock full of god-awful programmer art. Later!

Thursday, March 26, 2009

Sparkle Defense--AWWWW, HERE IT GOES

For the past month I've been hard at work on a tower defense game for Community Games on the XBox 360 called Sparkle Defense. It's a bit more fast-paced and frantic than a lot of TD games, and I think that, so far, it's pretty awesome. It's still in the super early stages, but I'll be posting some info, screenshots, videos, and updates as they're available. If I remain on schedule (ha!), I should have a beta version ready for playtesting in about six to eight weeks. A little later on tonight I'll talk about what I've got so far, where I am in the development, and what's coming in the short and long term. So, on that note, I'll be back in a few hours.