We started with 4 person team in mid January and our game idea was player climbs mountain in 3D platformer with some simple problems for player to solve. Our vision was never clear inside team and that lead to motivation problems what lead to communication problems.
After 6 weeks at time of first playtest with Gareth we had little something but mostly nothing. Reason for this was that only two out of four team mates had committed anything and what was committed felt and looked bad. We decided to kill that project.
We formed new two person team, M0ti. The very morning we killed old project we started new one with smaller scope to fit two person team and the lost 6 weeks.
New project named Not Crash Bash (renamed to Crash Ball later)
The game idea is more modern version of Crash Bash’s game mode called Ballistix. A simple 2-4 player competitive local multiplayer airhockeyish/football game, where every player plays a goalie in a small arena and tries to keep balls out of their goal and get them in other’s.
The basic design we copied from Crash Bash and we made playable game in three days. Then we added Pulse mechanic that pushes nearby balls outwards from player. After that we started adding Stunball, Magnet mechanic, ball trail chancing color. Making menus took time but we did do something different like color selection from Hue.
Big improvement we needed was controller handling and we decided to buy Rewired for Unity via asset store. Game Academy paid for two copies of Rewired that we needed, thanks! We added sounds late and we used FMOD for better sound handling and control. Implementing these two tools to project took time since it was our first time using these tools but both are easy to use once you read some documentation and check some tutorials.
Nice Nine developer team presents Last Habitat: Deep Sea Defense
About the game
Last Habitat: Deep Sea Defense is a sci-fi tower defense game set in a grim future where nuclear wars have left continents uninhabitable and the last remaining humans are forced to live in an underwater colony. Your mission as a player is to defend this colony from human-eating sea monsters by building towers. There are four different tower types with unique properties you can built alongside a canyon that the sea monsters use to attack the colony. Last Habitat features an in-game Wiki that holds useful information both about the towers at your disposal and the four distinct sea monsters that you will encounter on your mission to protect humanity and its last habitat.
The game has five levels to play through and each level offers more content and new challenges to overcome. As you make progress in the game and unlock new levels, you will gain access to use new tower types and encounter new sea monsters to defend against. The focus of the game still remains the same: protect the colony by building up defenses and survive the waves of monster attacks that will otherwise wipe out the colony and the entire human race.
The design process of the game started with a planning session where the team members narrowed down game ideas into one that could be created within a few months’ time frame. The game genre and idea was quickly chosen to be a sci-fi tower defense game done in pixel art, but initially the game was going to take place in space. To deviate from a popular choice of space as a game setting we moved our project to take place in the deep sea.
Our design process continued with research on tower defense games to understand what requirements, elements and features should the game have to be a decent one. From that point we started to design the tower and enemy types and thought about how many of them would we need in our game. We came to agreement that we should aim for four different types of both towers and enemies that there would be enough variety to the game. We managed to accomplish this and also created a unique tower type: Solar Link, a twin tower that creates a damaging ray between two towers. Similar type of towers are very rarely seen in any other tower defense games and we are proud of our Solar Link -tower type creation.
Our team encountered a few problems on our design process. As we were working on to create an Android game, the user interface and head-up display elements went through several changes in order to make them large enough and more easily understandable for the player. We tried to give the player more feedback about their actions and also created an in-game Wiki to give the player more information on the tower and enemy types as opposed to filling up the screen space with constantly visible lists or multiple pop-ups. The most troublesome design flaw was the initial use of an energy popcap instead of more classic in-game currency. Late in the project we had to make the hard decision to scrap the energy popcap and replace it with in-game coin currency with very little time to enhance the gameplay experience for the players.
Last Habitat: Deep Sea Defense has five levels to play through. At first we had planned that the game should only have three basic levels and an endless level but after few playtests we noticed that three basic levels weren’t enough. We decided that the four first levels introduces player to all tower and enemy types and the last level is a challenge to test the player’s tactics. Unfortunately we don’t have the locking system yet implemented, but it will be in the published game version like the other last adjustments that we are currently working on. We were also forced to drop the endless level, as the replacement of the popcap solution with in-game currency also mixed up the games balance. We hope to still implement the endless level to the game before launching the game on Google Play Store in the first half of this year. On the launch we will also implement the achievements to the game as we will be using the Google Play Services to do it.
Playable versions are available here for Android and PC: