Molten Armor (non-linear tower defense) Dev Blog#3

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  • Hello there!

    We are going to steam greenlight ( or steam-direct, if greenlight is closed ) this april.

    21.03.17 We've posted an article on IndieDB about our game. You can see it as the last post in this thread without following any links <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink" />

    28.03.17 We've posted a second article (covering some technical questions) in the end of this thread, you can read it here without going to IndieDB

    04.04.17 We've posted out third blog post. This time about story before the game events ( science fiction involved ). You can find it on our IndieDB game's page <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" />

    This is a construct 2 made tower defense. We are giving a lot of love to this project, and it is our first serious game.

    Feel free to post any comment with your thoughts - let us know what you think about it <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

    Name: Molten Armor

    Genre: tower defense

    Platforms: PC( steam )

    Setting: sci-fi

    IndieDB page: indiedb.com/games/molte

    Description: You play as a commander of a defense unit in a war of two states on one of Earth's colonies. A small territory conflict escalated into a full scale war that goes on for several years. Our country started to break rules first so the Earth will actively support our opponents with henchmen and later with regular army. You will have to make some seemingly small decisions that will drastically turn the tides of war.

    Features:

    * Nonlinearity that will not only change dialogues, but will also lead you to different levels with different missions ( 4 endings included )

    * Active and agressive combat. You can't just build towers and watch the battlefield passively. Key to victory lies in constant buffing you turrets and cleverly using special abilities.

    * Diverse gameplay. From defending evacuation convoys and participating in an ambush to breaking through enemy defenses and fighting giant bosses.

    * Battlefield affects combat. Starting with visual differences ( cities, deserts, snowy forests ), depending on your choices, you can participate in a naval combat, runaway from enemies on a train through a desert and fly on a bomber plane, shooting enemies all around you.

    * Heroes - storyline develops around several persons, who actively participate in both dialogs and combat - each of them can be sent into the battle. Sniper, machine gunner and even a flamethrower tank will aid you with defeating enemies.

    * Weapons specialisation - different towers work better agains different enemies. For example, a machine gun will do nicely against infantry, and cannons will lay waste to enemy tanks.

    * Story - your decisions will influence not only the war itself but will also change fates of you squad mates. They can leave your squad, die or join enemy ranks, thus leading you to one of four endings.

    * Hardcore. This game will make you sweat, but if you want to have some casual fun, you can always select the easy mode.

    Link to the video is below:

    youtube.com/watch

  • Hello there!

    We are going to steam greenlight ( or steam-direct, if greenlight is closed ) this april.

    For now we managed to create a small trailer and are very exited to share it with you <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    This is a construct 2 made tower defense. We are giving a lot of love to this project, and it is our first serious game.

    Feel free to post any comment with your thoughts - let us know what you think about it <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Name: Molten Armor

    Genre: tower defense

    Platforms: PC( steam )

    Setting: sci-fi

    Description: You play as a commander of a defense unit in a war of two states on one of Earth's colonies. A small territory conflict escalated into a full scale war that goes on for several years. Our country started to break rules first so the Earth will actively support our opponents with henchmen and later with regular army. You will have to make some seemingly small decisions that will drastically turn the tides of war.

    Features:

    * Nonlinearity that will not only change dialogues, but will also lead you to different levels with different missions ( 4 endings included )

    * Active and agressive combat. You can't just build towers and watch the battlefield passively. Key to victory lies in constant buffing you turrets and cleverly using special abilities.

    * Diverse gameplay. From defending evacuation convoys and participating in an ambush to breaking through enemy defenses and fighting giant bosses.

    * Battlefield affects combat. Starting with visual differences ( cities, deserts, snowy forests ), depending on your choices, you can participate in a naval combat, runaway from enemies on a train through a desert and fly on a bomber plane, shooting enemies all around you.

    * Hardcore. This game will make you sweat, but if you want to have some casual fun, you can always select the easy mode.

    Link to the video is below:

    Subscribe to Construct videos now

    Also we made an IndieDB page for our game http://www.indiedb.com/members/moltenarmor but for now it has only this traler.

    pretty good <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    He reminded me Heart 2150's series <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • pretty good

    He reminded me Heart 2150's series

    Thank you, I had to google it but yeah, it looks nice

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  • Updated the features list to showcase some missed points

  • This article can be found at indiedb.com/games/molte/news ... e-a-little

    How it all started for us.

    Over two years have passed since we started developing our game! None of us thought about commercial part or a success of the game when we started. That was a small pet project by two people we worked on for ourselves and our closest friends, without any ambitious goals, some sort of a hobbie. The origin of the project was mainly contributed by our passion for video games and a desire to create something of our own.

    The project grew bigger, new characters, levels, units and ideas appeared on a regular basis. Over time we started to understand that it turns out to be quite a serious game. Competitive if compared with other indie games. And that it would be possible to develop it to the level where it'll become not just a game for ourselves and our friends, but also for a wider range of people. That's when we understood, that it was necessary to devote more time and effort to the development. It was a strong-willed decision, and the pace of development grew gradually, but with enviable constancy.

    For all this time the game is growing and developing, and we are growing with it. We acquired tons of new information , new experience, new knowledge, new skills. And going back to the roots, to the first levels and units, we can clearly see the progress of our growth.

    After all that time it became absolutely clear that the gamedev is no longer a hobby for us, but a professional goal, a life style, and an aspiration to develop further in this direction.

  • It’s time for our next blog post about our game. We’ve already showed a trailer and told about how we decided to start making games. Now we’ll try to cover some technical *and moral* questions that are summarised as a small FAQ.

    How is the optimisation?

    It’s fine, thanks. For several times, gaps in knowledge turned into FPS drop downs in various parts of the game. I can clearly remember a moment when i showed hundreds of thousands of bullets flying into infinity to the artist to the music from Interstellar. Game engine settings were re-tuned for several times. Game objects, settings and layers were added and deleted, regrouped, turned on and off and regrouped. There was (and is) a great help from our friends who regularly test the game and help to find bugs and suggest new features.

    Are you going to finish the game or throw it, like hundreds and thousands before you?

    At the time of publication of this post, we have a couple of months left to complete the development (after almost two years of work in the evenings, weekends and holidays, two months will fly by like an instant). It's easier to finish and see what happens than to surrender in a step from the finish line and never know the result.

    Will the game be released on mobile devices?

    No. From the very beginning the game was oriented towards PC, and when we took a course on Steam, the last doubts were dispelled. Steam users strongly dislike mobile ports ( and multiplatform games aswell. We won’t be able to prove to anybody that we tried to please everybody ).

    What can you even know about how steam and greenlight do work?

    We looked through a significant number of indie games’ pages. Nobody seems to like mobile ports and asset flips ( it’s when somebody takes the code of an already existing game and simply replaces the graphics ).

    Will you add/do you have a feature named *Insert the name of your desired feature* ?

    We read all the comments everywhere we posted about our game. If we see some point/feature that we like and can do then we will add it to the game. Some features are in our game, some features aren’t. Only by making a game, with our own hands, from start to finish, we began to understand why in general do developers CUT something OUT of their games. Isn’t it stupid? Why would you even cut something that already exists and is a full-fledged part of the game’s organism out? Let’s say... Cancer also becomes a full-fledged part of the organism, but it is cut out. Let’s move on.

    Which game development engine do you use? ( We deliberately left this point to the end, so that no one reproaches us for potential advertising )

    We use Construct 2. Very often at this point we heard a question: “Why do you even use some construct? Why won’t you use Unity / Unreal engine / CryEngine / *insert your favourite game dev engine* ?”.

    There are several reasons for this personally for us.

    1 - *None of us can code* The above engines without doubt have a much richer set of flexible tools … that we won’t ever need while developing a 2D tower defense. Yeah, we do miss a set of professional tools, but we can live without them.

    2 - *Despair* We honestly tried to find a normal programmer for the team for several months running. We started our game on Unity and GameMaker. That’s where we stumbled across a closed circle: when we had a modest set of sprites for the first level and a design document - no coders needed us, and when we almost finished the game on the "amateur"-ish engine, then we no longer needed no coders ourselves.

    3 - In the end it does not matter for a player on which engine the game that he or she liked was developed on. We play *too much of* a lot of games ourselves. Games sold on Steam are made on a variety of engines. There are people who make their own engines. A variety of engines and their competition in all its glory. Everyone likes something and that's OK. Peace, friendship, chewing gum.

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